ruleslawyer said:
No, actually what it is is playing yourself rather than your character. "Implied personality and abilities" is another term for "making stuff up."
Right, you are playing another person to the best of your ability. You cannot portray a person you are incapable of portraying. This seems a truism.
In the context of an RPG, it is inherently problematic because the guy who's the best at combat can be just as capable of dealing with non-combat situations due to "implied personality and abilities" as the one who isn't the best at combat.
Right. What's wrong with this? I can be good at combat. The Wizard can be good at Magic. The rogue at thieving. The Cleric at a little combat, magic, and more.
Ergo, there's no incentive for anyone to be good at anything other than combat, since there's *no way for anyone to be good at anything but combat.*
Okay. This is all about acting in character. If you do so, you can be better or worse than others at the table. Incentive is to win combat is a given. So is acting in character. And Getting XP. Which you get for your acting within your role. Casting spells. Stealing. Raising temples. Etc.
For an example of how not having rules for non-combat stuff is constraining: Try having someone who's not a brilliant silver-tongued diplomat play one in 1e. Or someone who's not a survival expert play out a wilderness exploration scenario. Or someone who's not a super-knowledgeable architect or engineer deal with complex dungeoneering features.
We do this regularly and it's the best way to play. (IMO of course). In our case the
players actually get to learn and improve at being silver-tongued, knowing wilderness survival, and dealing with dungeoneering features. This is a bit more enjoyable than glossing over all the fun stuff.
Actually, feats and talents are about adding dimensions to characters, not removing them. Making "implied personality and abilities" *concrete in the game* is something that enhances immersion, IME.
You're right here. If only the game didn't force one to think out of character to use the feat, but instead never told the Player what the rules were in teh first place. Simply said, "you can attack a 2nd person, if you kill someone standing in front of them on your round." It's a bit overcomplicated too. It places places hours of time on combat, which is perfectly legitimate if that's all the focus you want. Me, I want more than 90% skirmish wargame play.
EDIT: The rest of your post is a completely unsupported assertion that people who prefer a more robust rule set and don't want to make rules up aren't "good at role-playing," so I'm going to remove the rest of my line by line response. In short, I'll just say that you're connecting two unrelated things. Having rules for how good a character can be at climbing a rope, bluffing a guardsman, or surviving in the wild for days without supplies has nothing to do with "good role-playing."
I did that so you could understand very clearly. This isn't crackpot thinking. Or biased diatribe. I'm trying to as accurately as possible express to you something that really exists and has existed. It may be something of a gestalt shift in thinking though for those who missed the early years. If you didn't experience it earlier, the current style of play is not the only way D&D is or has been played. Options, as the thread introduces, are about allowing all types of D&D play, especially ones traditional to the game. (like mine and others like me.)
By choosing to ignore my other answers what am I left to think but that you aren't seeing a clearly different opinion. How can I better explain this to you?