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Constitution is will power? No it's not....
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<blockquote data-quote="The Myopic Sniper" data-source="post: 6810305" data-attributes="member: 55013"><p>I find that players that try to get beyond the normal bonuses in a particular area tend to fall into two schools. I'll use a different example from a different edition. </p><p></p><p>If the Player wants an extra high bonus to "Find Traps" with some players that means: "I hate traps. I don't want to deal with them, they aren't fun and I want to get on to other aspects of the game instead of worrying about traps."... with other players it might mean.... "BRING ON THE TRAPS. I want a lot more traps, make them more deadly and more interesting. A big focus of my character is about finding and figuring out ingenious ways to disable traps. This is a big part of my enjoyment in the game."</p><p></p><p>I could see a player, possibly wanting to be the guy who who puts himself in harms way, gets hit and goes down, but gets back up and keeps fighting. A Barbarian is a pretty good chassis for this, but there are other ways to represent it, but if someone wanted to play a totally risky, charge into battle, maybe with some kind of marking feature to draw attacks a bonus to death saves might be reasonable. And targeting that character disproportionately might actually add to that players enjoyment. </p><p></p><p>But as a lot of folks are saying, the best way to find that out is to talk to the player about it directly. In character solutions can work for a lot of things, but if the DM doesn't know what a player's character or enjoyment in the game is fundamentally about, it can be a rough ride. </p><p></p><p>You are totally right though that passive-aggressive behavior is never an attractive feature in a player or DM.... or ever... anywhere really. I am being a little glib, but especially in something as social as table-top roleplaying, that can be toxic to the entire group.</p></blockquote><p></p>
[QUOTE="The Myopic Sniper, post: 6810305, member: 55013"] I find that players that try to get beyond the normal bonuses in a particular area tend to fall into two schools. I'll use a different example from a different edition. If the Player wants an extra high bonus to "Find Traps" with some players that means: "I hate traps. I don't want to deal with them, they aren't fun and I want to get on to other aspects of the game instead of worrying about traps."... with other players it might mean.... "BRING ON THE TRAPS. I want a lot more traps, make them more deadly and more interesting. A big focus of my character is about finding and figuring out ingenious ways to disable traps. This is a big part of my enjoyment in the game." I could see a player, possibly wanting to be the guy who who puts himself in harms way, gets hit and goes down, but gets back up and keeps fighting. A Barbarian is a pretty good chassis for this, but there are other ways to represent it, but if someone wanted to play a totally risky, charge into battle, maybe with some kind of marking feature to draw attacks a bonus to death saves might be reasonable. And targeting that character disproportionately might actually add to that players enjoyment. But as a lot of folks are saying, the best way to find that out is to talk to the player about it directly. In character solutions can work for a lot of things, but if the DM doesn't know what a player's character or enjoyment in the game is fundamentally about, it can be a rough ride. You are totally right though that passive-aggressive behavior is never an attractive feature in a player or DM.... or ever... anywhere really. I am being a little glib, but especially in something as social as table-top roleplaying, that can be toxic to the entire group. [/QUOTE]
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