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<blockquote data-quote="ruleslawyer" data-source="post: 3922762" data-attributes="member: 1757"><p>The Venn diagram is inapplicable here. Or are you saying that, say, someone who can speak three languages is limited in his thinking?</p><p>No, actually what it is is playing yourself rather than your character. "Implied personality and abilities" is another term for "making stuff up." 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. 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.*</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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."</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 3922762, member: 1757"] The Venn diagram is inapplicable here. Or are you saying that, say, someone who can speak three languages is limited in his thinking? No, actually what it is is playing yourself rather than your character. "Implied personality and abilities" is another term for "making stuff up." 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. 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.* 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. 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. 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." [/QUOTE]
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