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<blockquote data-quote="Pielorinho" data-source="post: 1594397" data-attributes="member: 259"><p>"The terms theory and theoretical are properly used in opposition to the terms practice and practical. In this sense, they were exclusively employed by the ancients; and in this sense, they are almost exclusively employed by the Continental philosophers.'' --Sir W. Hamilton.</p><p></p><p>Always assume that fellow posters are use that definition of a word that strengthens, rather than weakens, their ideas <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p> </p><p>I find both aspects of RPGs to be very entertaining, and I want my sessions to have both in them. This week's session went from figuring out how to charge across a crowded street, using game rules (shout, "BY ORDER OF THE CITY GUARDS, CLEAR THE STREET!" thereby using a free action to make a diplomacy check, and then delaying until the citizens complied, and then charging) to roleplaying the mother-in-law's visit to my PC's house as she arrives to help me take care of my extremely pregnant wife (no rolls required).</p><p> </p><p>Occasionally we'll do an all-roleplaying session; occasionally we'll do a session that's little more than an extended series of fights. Both of them can be tremendous fun; both of them can also be horribly boring. But certainly it's the mix of them that keeps me interested in the pasttime.</p><p> </p><p>I definitely find myself playing as a game when we're rolling the dice a lot. I reason that the dice accurately reflect my character's understanding of the cosmos: for example, a druid character will know that a centipede's venom is less virulent than a giant wasp's venom (reflecting my knowledge that the former's poison DC is much less than the latter's) and will therefore choose a wasp on which to cast the 3.0 <em>Giant Vermin</em> spell. A wizard knows that rogues can move out of the way of a fireball, and tends to save the fireballs to use against other wizards, as well as against the heavily-armored priests and warriors she faces. A barbarian fighter knows that if he grapples a halfling fighter, the poor halfling stands almost no chance of getting away (reflecting my knowledge of the huge benefits granted by size in a grapple), and so he'll suffer an AoO in order to get the grapple in.</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1594397, member: 259"] "The terms theory and theoretical are properly used in opposition to the terms practice and practical. In this sense, they were exclusively employed by the ancients; and in this sense, they are almost exclusively employed by the Continental philosophers.'' --Sir W. Hamilton. Always assume that fellow posters are use that definition of a word that strengthens, rather than weakens, their ideas :). I find both aspects of RPGs to be very entertaining, and I want my sessions to have both in them. This week's session went from figuring out how to charge across a crowded street, using game rules (shout, "BY ORDER OF THE CITY GUARDS, CLEAR THE STREET!" thereby using a free action to make a diplomacy check, and then delaying until the citizens complied, and then charging) to roleplaying the mother-in-law's visit to my PC's house as she arrives to help me take care of my extremely pregnant wife (no rolls required). Occasionally we'll do an all-roleplaying session; occasionally we'll do a session that's little more than an extended series of fights. Both of them can be tremendous fun; both of them can also be horribly boring. But certainly it's the mix of them that keeps me interested in the pasttime. I definitely find myself playing as a game when we're rolling the dice a lot. I reason that the dice accurately reflect my character's understanding of the cosmos: for example, a druid character will know that a centipede's venom is less virulent than a giant wasp's venom (reflecting my knowledge that the former's poison DC is much less than the latter's) and will therefore choose a wasp on which to cast the 3.0 [i]Giant Vermin[/i] spell. A wizard knows that rogues can move out of the way of a fireball, and tends to save the fireballs to use against other wizards, as well as against the heavily-armored priests and warriors she faces. A barbarian fighter knows that if he grapples a halfling fighter, the poor halfling stands almost no chance of getting away (reflecting my knowledge of the huge benefits granted by size in a grapple), and so he'll suffer an AoO in order to get the grapple in. Daniel [/QUOTE]
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