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General Tabletop Discussion
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Celtavian" data-source="post: 6841862" data-attributes="member: 5834"><p>No. It doesn't take time. People do it and are trained to do it immediately. That is why it requires skill to lie or deceive effectively in the real world. Because people are always reading verbal cues from another person as to their mental state. Humans have a natural ability to do this. Train it and it becomes even more acute. I'm surprised someone would state this given the natural human ability to read lies, emotional states, body language, and the like. It is an extremely natural and always on ability except if a person has a mental disorder that impairs the reading of physical and verbal cues. </p><p></p><p>With action heroes, it operates at a much higher level. </p><p></p><p></p><p></p><p>Perception and Insight should be automatic choices. If you're going to adventure, you need to have these skills at a high level in your group. If "meaningful decision-making" means not taking these skills in favor of others, you deserve to die, just like any one that ever attempted to do what adventurers did without developing highly acute Perception, Insight, and Investigation would do or the same for modern combatants. Advantage on perceiving problems first is an absolute must or you're dead. </p><p></p><p>I would say you're choices create a false idea of what it would be like to adventure. The level of danger is so high that being unaware is a death sentence. That is why I assume adventures are about as paranoid a group as ever existed always looking for danger, deceptive behavior, and the like. </p><p></p><p>Then let's talk about the situation. You're on a mission to stop the world from being destroyed. Why would you not be on edge all the time? Meaning all skills capable of detecting issues always on and looking for trouble. Your ruling makes your players seem incompetent and makes them state actions to you that should be considered automatic.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6841862, member: 5834"] No. It doesn't take time. People do it and are trained to do it immediately. That is why it requires skill to lie or deceive effectively in the real world. Because people are always reading verbal cues from another person as to their mental state. Humans have a natural ability to do this. Train it and it becomes even more acute. I'm surprised someone would state this given the natural human ability to read lies, emotional states, body language, and the like. It is an extremely natural and always on ability except if a person has a mental disorder that impairs the reading of physical and verbal cues. With action heroes, it operates at a much higher level. Perception and Insight should be automatic choices. If you're going to adventure, you need to have these skills at a high level in your group. If "meaningful decision-making" means not taking these skills in favor of others, you deserve to die, just like any one that ever attempted to do what adventurers did without developing highly acute Perception, Insight, and Investigation would do or the same for modern combatants. Advantage on perceiving problems first is an absolute must or you're dead. I would say you're choices create a false idea of what it would be like to adventure. The level of danger is so high that being unaware is a death sentence. That is why I assume adventures are about as paranoid a group as ever existed always looking for danger, deceptive behavior, and the like. Then let's talk about the situation. You're on a mission to stop the world from being destroyed. Why would you not be on edge all the time? Meaning all skills capable of detecting issues always on and looking for trouble. Your ruling makes your players seem incompetent and makes them state actions to you that should be considered automatic. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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