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<blockquote data-quote="Kahuna Burger" data-source="post: 835139" data-attributes="member: 8439"><p>if inuendo was a fighter skill this would be a good suggestion. As it is, you're suggesting that the character class most likely to be good at fast planning and directions in combat be worst at it. </p><p></p><p>If the characters have been together working as a team for a long time, and there is no roleplayed reason to assume they don't plan and act as a team, let them kibitz like crazy. I'm gonna go with the "good roleplaying is NOT limiting your character to what your player can think of" side and then a step further. If your group is a team, esp if they have a warmaster or other tactical/leadership character, the enemy doesn't "hear" them either. They either a) see a team working together to deal with a common problem, or b) hear "double trouble, C and F on tank!" when the fighter's player suggests where he and the rogue can flank while leaving a way for the spellcaster to do a line effect without hitting either.</p><p></p><p>In special situations, where a new party hasn't worked together before, the table talk can be limited, but not eliminated. If one character spends all of her out of combat time challanging the party tactician and going her own way, limit table talking with that player with a firm "Since when are you listening to the others?" (my personal pet peeve is players who think its all cool roleplaying to introduce huge blood feuds between their characters - then trade buff spells and cooperate like crazy for the "real game".) The other exception would be for the super always hiding and invisible and mindblanked character. Unless there is some form of explicit planning or communication, the mage just can't avoid clipping what he can't see...</p><p></p><p>Kahuna Burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 835139, member: 8439"] if inuendo was a fighter skill this would be a good suggestion. As it is, you're suggesting that the character class most likely to be good at fast planning and directions in combat be worst at it. If the characters have been together working as a team for a long time, and there is no roleplayed reason to assume they don't plan and act as a team, let them kibitz like crazy. I'm gonna go with the "good roleplaying is NOT limiting your character to what your player can think of" side and then a step further. If your group is a team, esp if they have a warmaster or other tactical/leadership character, the enemy doesn't "hear" them either. They either a) see a team working together to deal with a common problem, or b) hear "double trouble, C and F on tank!" when the fighter's player suggests where he and the rogue can flank while leaving a way for the spellcaster to do a line effect without hitting either. In special situations, where a new party hasn't worked together before, the table talk can be limited, but not eliminated. If one character spends all of her out of combat time challanging the party tactician and going her own way, limit table talking with that player with a firm "Since when are you listening to the others?" (my personal pet peeve is players who think its all cool roleplaying to introduce huge blood feuds between their characters - then trade buff spells and cooperate like crazy for the "real game".) The other exception would be for the super always hiding and invisible and mindblanked character. Unless there is some form of explicit planning or communication, the mage just can't avoid clipping what he can't see... Kahuna Burger [/QUOTE]
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