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General Tabletop Discussion
*TTRPGs General
Challenge the Players, Not the Characters' Stats
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<blockquote data-quote="mhacdebhandia" data-source="post: 4502281" data-attributes="member: 18832"><p>Yeah, basically. I think it's boring when the game says how strong my character is, and by extension, how much he can lift and how hard he can hit an orc - but not how smart the character is, and by extension how good he is at solving problems and how good he is at using magic learned from books.</p><p></p><p>I'm happy to let the dice and my character's mechanical attributes determine whether or not I talk my way past a guard, because to me "does he talk his way past the guard?" isn't the interesting question. In fact, the element of risk there is the only interesting part - I wouldn't feel any sense of achievement if I convinced the GM (playing the guard) to let me in, and I wouldn't feel a sense of failure if I didn't; I just honestly don't really care whether <strong>I</strong> can do that or not - but when it's not up to me, when it's up to the dice and my character's skills, and there's a chance I'll fail and that will throw new complications in my character's path? That's what I enjoy.</p><p></p><p>Not to mention that it's <strong>way</strong> more interesting when I play characters who don't have my own real-life persuasive abilities, in either direction - either more or less silver-tongued than I really am.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 4502281, member: 18832"] Yeah, basically. I think it's boring when the game says how strong my character is, and by extension, how much he can lift and how hard he can hit an orc - but not how smart the character is, and by extension how good he is at solving problems and how good he is at using magic learned from books. I'm happy to let the dice and my character's mechanical attributes determine whether or not I talk my way past a guard, because to me "does he talk his way past the guard?" isn't the interesting question. In fact, the element of risk there is the only interesting part - I wouldn't feel any sense of achievement if I convinced the GM (playing the guard) to let me in, and I wouldn't feel a sense of failure if I didn't; I just honestly don't really care whether [b]I[/b] can do that or not - but when it's not up to me, when it's up to the dice and my character's skills, and there's a chance I'll fail and that will throw new complications in my character's path? That's what I enjoy. Not to mention that it's [b]way[/b] more interesting when I play characters who don't have my own real-life persuasive abilities, in either direction - either more or less silver-tongued than I really am. [/QUOTE]
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