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A Question Of Agency?
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<blockquote data-quote="pemerton" data-source="post: 8160960" data-attributes="member: 42582"><p>What rule do you have in mind in AD&D?</p><p></p><p>The PHB says the following (p 106):</p><p></p><p style="margin-left: 20px">clerics' major aims are to use their spell abilities to aid during any given encounter, fighters aim to engage in combat, magic-users aim to cast spells, thieves aim to make gain by stealth, and monks aim to use their unusual talents to come to successful ends. If characters gain treasure by pursuit of their major aims, then they are generally entitled to a full share of earned experience points awarded by the DM.</p> <p style="margin-left: 20px"></p><p></p><p>The closest the DMG comes to a follow-up is in the rules for training (p 86):</p><p></p><p style="margin-left: 20px"></p> <p style="margin-left: 20px">The gaining of sufficient experience points is necessary to indicate that a character is <em>eligible</em> to gain a level of experience, but the</p> <p style="margin-left: 20px">actual award is a matter for you, the DM, to decide.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Consider the natural functions of each class of character. Consider also the professed alignment of each character. Briefly assess the performance of each character after an adventure. Did he or she perform basically in the character of his or her class? Were his or her actions in keeping with his or her professed alignment? Mentally classify the overall performance as:</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px">E - Excellent, few deviations from norm = 1</p> <p style="margin-left: 20px">S- Superior, deviations minimal but noted =2</p> <p style="margin-left: 20px">F - Foir performance, more norm than deviations =3</p> <p style="margin-left: 20px">P- Poor showing with aberrant behavior =4</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Clerics who refuse to help and heal or do not remain faithful to their deity, fighters who hang bock from combat or attempt to steal, or fail to boldly lead, magic-users who seek to engage in melee or ignore magic items they could employ in crucial situations, thieves who boldly engage in frontal attacks or refrain from acquisition of an extra bit of treasure when the opportunity presents itself, "cautious" characters who do not pull their own weight - these are all clear examples of a POOR rating.</p><p></p><p>Finally, back in the PHB we have this (p 18) which reinforces the earlier-quoted passage plus the DMG remark about the "natural functions" of each character class:</p><p></p><p style="margin-left: 20px">Character class refers to the profession of the player character. The approach you wish to take to the game, how you believe you can most successfully meet the challenges which it poses, and which role you desire to play are dictated by character class (or multi-class). <em>Clerics</em> principally function as supportive, although they have some offensive spell power and are able to use armor and weapons effectively. <em>Druids</em> are a sub-class of cleric who operate much as do other clerics, but they are less able in combat and more effective in wilderness situations. <em>Fighters</em> generally seek to engage in hand-to-hand combat, for they have more hit points and better weaponry in general than do other classes. <em>Paladins</em> are fighters who are lawful good (see <strong>ALIGNMENT</strong>). At higher levels they gain limited clerical powers as well. <em>Rangers</em> are another sub-class of fighter. They are quite powerful in combat, and at upper levels gain druidic and magic spell usage of a limited sort. <em>Magic-users</em> cannot expect to do well in hand-to-hand combat, but they have a great number of magic spells of offensive, defensive, and informational nature. They use magic almost exclusively to solve problems posed by the game. <em>Illusionists</em> are a sub-class of magic-user,</p> <p style="margin-left: 20px">and they are different primarily because of the kinds of spells they use. <em>Thieves</em> use cunning, nimbleness, and stealth. <em>Assassins</em>, a sub-class of thief, are quiet killers of evil nature. <em>Monks</em> are aesthetic disciples of bodily training and combat with bare hands.</p><p></p><p>Nothing here suggests that <em>thespianism</em> or play-acting or characterisation or "play-acting" is part of the basis for awarding XPs. The "roles" that are played are spelled out as functional roles, based primarily around class abilities and "natural functions" and (in the DMG) reinforced by alignment considerations.</p><p></p><p>This is consistent with what [USER=16814]@Ovinomancer[/USER] has been posting.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8160960, member: 42582"] What rule do you have in mind in AD&D? The PHB says the following (p 106): [indent]clerics' major aims are to use their spell abilities to aid during any given encounter, fighters aim to engage in combat, magic-users aim to cast spells, thieves aim to make gain by stealth, and monks aim to use their unusual talents to come to successful ends. If characters gain treasure by pursuit of their major aims, then they are generally entitled to a full share of earned experience points awarded by the DM. [/indent] The closest the DMG comes to a follow-up is in the rules for training (p 86): [indent] The gaining of sufficient experience points is necessary to indicate that a character is [I]eligible[/I] to gain a level of experience, but the actual award is a matter for you, the DM, to decide. Consider the natural functions of each class of character. Consider also the professed alignment of each character. Briefly assess the performance of each character after an adventure. Did he or she perform basically in the character of his or her class? Were his or her actions in keeping with his or her professed alignment? Mentally classify the overall performance as: [indent]E - Excellent, few deviations from norm = 1 S- Superior, deviations minimal but noted =2 F - Foir performance, more norm than deviations =3 P- Poor showing with aberrant behavior =4[/indent] Clerics who refuse to help and heal or do not remain faithful to their deity, fighters who hang bock from combat or attempt to steal, or fail to boldly lead, magic-users who seek to engage in melee or ignore magic items they could employ in crucial situations, thieves who boldly engage in frontal attacks or refrain from acquisition of an extra bit of treasure when the opportunity presents itself, "cautious" characters who do not pull their own weight - these are all clear examples of a POOR rating.[/indent] Finally, back in the PHB we have this (p 18) which reinforces the earlier-quoted passage plus the DMG remark about the "natural functions" of each character class: [indent]Character class refers to the profession of the player character. The approach you wish to take to the game, how you believe you can most successfully meet the challenges which it poses, and which role you desire to play are dictated by character class (or multi-class). [I]Clerics[/I] principally function as supportive, although they have some offensive spell power and are able to use armor and weapons effectively. [I]Druids[/I] are a sub-class of cleric who operate much as do other clerics, but they are less able in combat and more effective in wilderness situations. [I]Fighters[/I] generally seek to engage in hand-to-hand combat, for they have more hit points and better weaponry in general than do other classes. [I]Paladins[/I] are fighters who are lawful good (see [B]ALIGNMENT[/B]). At higher levels they gain limited clerical powers as well. [I]Rangers[/I] are another sub-class of fighter. They are quite powerful in combat, and at upper levels gain druidic and magic spell usage of a limited sort. [I]Magic-users[/I] cannot expect to do well in hand-to-hand combat, but they have a great number of magic spells of offensive, defensive, and informational nature. They use magic almost exclusively to solve problems posed by the game. [I]Illusionists[/I] are a sub-class of magic-user, and they are different primarily because of the kinds of spells they use. [I]Thieves[/I] use cunning, nimbleness, and stealth. [I]Assassins[/I], a sub-class of thief, are quiet killers of evil nature. [I]Monks[/I] are aesthetic disciples of bodily training and combat with bare hands.[/indent] Nothing here suggests that [I]thespianism[/I] or play-acting or characterisation or "play-acting" is part of the basis for awarding XPs. The "roles" that are played are spelled out as functional roles, based primarily around class abilities and "natural functions" and (in the DMG) reinforced by alignment considerations. This is consistent with what [USER=16814]@Ovinomancer[/USER] has been posting. [/QUOTE]
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