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Character ability v. player volition: INT, WIS, CHA
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<blockquote data-quote="bert1000" data-source="post: 4981608" data-attributes="member: 29013"><p>I think the tension here is the desire to both reward player skill and character skill in most significant encounters, whether combat or non-combat.</p><p> </p><p>In combat situations, the dividing line seems to be less contentious. Players are allowed to use their full skill in the form of "tactics" -- when and how to move, which power to use, who to attack, etc. Character skill comes into play through to-hit #s, AC, etc.</p><p> </p><p>"Tactics" are often considered to be unrelated to mental stats and other character ability, and most people are ok with this since they want some kind of player decisions/skill to matter in the combat portion of their rpg game. Since every character is an adventurer (or hero, whatever) it is assumed that every character can be really good at combat tactics. Players can get some satisfaction from becoming better at this player controlled part of the game.</p><p> </p><p>Now the tough part is how do you recreate these meaningful player and character roles for non-combat situations? What is the equivalent of "Tactics" for the player to feel like she can play up to her ability and make a meaningful difference in the non-combat encounter while at the same time incorporating character ability to resolve most of the action.</p></blockquote><p></p>
[QUOTE="bert1000, post: 4981608, member: 29013"] I think the tension here is the desire to both reward player skill and character skill in most significant encounters, whether combat or non-combat. In combat situations, the dividing line seems to be less contentious. Players are allowed to use their full skill in the form of "tactics" -- when and how to move, which power to use, who to attack, etc. Character skill comes into play through to-hit #s, AC, etc. "Tactics" are often considered to be unrelated to mental stats and other character ability, and most people are ok with this since they want some kind of player decisions/skill to matter in the combat portion of their rpg game. Since every character is an adventurer (or hero, whatever) it is assumed that every character can be really good at combat tactics. Players can get some satisfaction from becoming better at this player controlled part of the game. Now the tough part is how do you recreate these meaningful player and character roles for non-combat situations? What is the equivalent of "Tactics" for the player to feel like she can play up to her ability and make a meaningful difference in the non-combat encounter while at the same time incorporating character ability to resolve most of the action. [/QUOTE]
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