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General Tabletop Discussion
*TTRPGs General
Character ability v. player volition: INT, WIS, CHA
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<blockquote data-quote="Dausuul" data-source="post: 4981200" data-attributes="member: 58197"><p>Very true, and well stated. Where we differ is in how the rules should be implemented and what they should cover.</p><p></p><p>The way I see requiring people to RP mental stats, it's like making a rule that says:</p><p></p><p>"In case of dispute, if the shooter's finger is pointing close enough to the target, the target is hit."</p><p></p><p>Which tends to lead to:</p><p></p><p>Player #1: "BANG! I shot you."</p><p>Player #2: "No you didn't, your finger isn't pointing enough at me."</p><p>Player #1: "Yeah it is!"</p><p></p><p>Resolving this question is essentially impossible because the rule is vague and ambiguous. Contrast that with two other types of rules:</p><p></p><p>"In case of dispute, the shooter flips a coin and the target calls it in the air. If the shooter wins, the target is hit."</p><p></p><p>"Another player shall be designated the Cops'n'Robbers Master, and in case of dispute, the Cops'n'Robbers Master shall observe where the shooter's finger is pointing and decide if it's close enough to hit."</p><p></p><p>I believe all rules should be of one of the latter types. If it can't be boiled down to something clean and crisp and definite, then it should be up to the discretion of a single appropriate party. In this case (character behavior), the appropriate party is the player.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4981200, member: 58197"] Very true, and well stated. Where we differ is in how the rules should be implemented and what they should cover. The way I see requiring people to RP mental stats, it's like making a rule that says: "In case of dispute, if the shooter's finger is pointing close enough to the target, the target is hit." Which tends to lead to: Player #1: "BANG! I shot you." Player #2: "No you didn't, your finger isn't pointing enough at me." Player #1: "Yeah it is!" Resolving this question is essentially impossible because the rule is vague and ambiguous. Contrast that with two other types of rules: "In case of dispute, the shooter flips a coin and the target calls it in the air. If the shooter wins, the target is hit." "Another player shall be designated the Cops'n'Robbers Master, and in case of dispute, the Cops'n'Robbers Master shall observe where the shooter's finger is pointing and decide if it's close enough to hit." I believe all rules should be of one of the latter types. If it can't be boiled down to something clean and crisp and definite, then it should be up to the discretion of a single appropriate party. In this case (character behavior), the appropriate party is the player. [/QUOTE]
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