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<blockquote data-quote="Scott Christian" data-source="post: 8979106" data-attributes="member: 6901101"><p>When you have a power, you use it. If that power is eldritch blast, you use it. When you don't, you get creative. I don't really feel like I am pitching an abstract concept.</p><p></p><p>This is true. But stop digging your heels in and listen for a second: They <em>can</em> do those things. They often <em>don't</em> do those things because there is something mechanical already outlined that they can do. It doesn't always make them do it, but I can watch any session of D&D and know it nudges them to do it. It's one of the reasons magic items are so neat. They often offer other avenues to take during an encounter. </p><p></p><p>Here is a simple example:</p><p>A group needs information on the thieves' hideout. (Pretty common D&D trope.) The party has found a thief at the local tavern. They spotted the tattoo. But how to extract the information. </p><p>Sorcerer: I cast friends and try to charm him. (One of their spells)</p><p>Barbarian: I use intimidation. (One of their skills)</p><p>Bard: I slip him a potion of love. (One of his items in his inventory)</p><p>Wizard: I cast detect thoughts (One of their spells)</p><p></p><p>The PC without any of these abilities thinks, and thinks, and thinks, and then says: I'm just going to try and tail him after he's been drinking. Even if he doesn't take me to their hideout, he might take me to his home, and maybe I can get the inside scoop there. </p><p></p><p>It is almost guaranteed a player thinks: "What abilities does my character possess that will solve the situation?" as opposed to "What can my character do?" You might be an outlier. You might play with really creative players, I don't know. But most games I have been a part of, or watched, or DM'ed, I've seen players focus on their PC's abilities instead of possibilities. </p><p></p><p>Strip the abilities away, and sometimes, for some players, it opens up possibilities.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8979106, member: 6901101"] When you have a power, you use it. If that power is eldritch blast, you use it. When you don't, you get creative. I don't really feel like I am pitching an abstract concept. This is true. But stop digging your heels in and listen for a second: They [I]can[/I] do those things. They often [I]don't[/I] do those things because there is something mechanical already outlined that they can do. It doesn't always make them do it, but I can watch any session of D&D and know it nudges them to do it. It's one of the reasons magic items are so neat. They often offer other avenues to take during an encounter. Here is a simple example: A group needs information on the thieves' hideout. (Pretty common D&D trope.) The party has found a thief at the local tavern. They spotted the tattoo. But how to extract the information. Sorcerer: I cast friends and try to charm him. (One of their spells) Barbarian: I use intimidation. (One of their skills) Bard: I slip him a potion of love. (One of his items in his inventory) Wizard: I cast detect thoughts (One of their spells) The PC without any of these abilities thinks, and thinks, and thinks, and then says: I'm just going to try and tail him after he's been drinking. Even if he doesn't take me to their hideout, he might take me to his home, and maybe I can get the inside scoop there. It is almost guaranteed a player thinks: "What abilities does my character possess that will solve the situation?" as opposed to "What can my character do?" You might be an outlier. You might play with really creative players, I don't know. But most games I have been a part of, or watched, or DM'ed, I've seen players focus on their PC's abilities instead of possibilities. Strip the abilities away, and sometimes, for some players, it opens up possibilities. [/QUOTE]
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