jmucchiello said:
Do you set the fighter's player on fire to see if he makes his ref save against the fireball? No, you use the number to adjudicate it. Likewise, the wizard has this number in Int that is not reflected in the player. So you should cut the player of the high Int wizard some slack if he isn't as quick as the wizard should be.
Your fighter example isn't really applicable here.
I'm not talking about equating the capabilties of the player with those of the PC. I'm talking about minimizing the amount of time spent by players trying to place area effects "just right". I'm then justifying this by pointing out that the rules do limit what PCs can do in a combat round as a consequence of limited time. Just as I likely wouldn't give the rogue's player a thorough inventory of a 40' room filled with equipment if they just glance around within the space of their initiative (i.e., a thorough Search check would take way more than one round), I'm not going to let a spallcaster's player fiddle around for five minutes figuring out the exact precise placement of a spell when we're playing out something that's happening in a few seconds and the heat of battle.
I do understand what you're saying. A PC should be allowed to act within the competency described by their abilities, e.g., the PC with Diplomacy +37 should come off as eloquent no matter how shy its player may be.
But long, protracted strategizing and kibitzing that impedes the group's enjoyment of the game needs to be curtailed. It would be easy to agonize for hours over all the tactical options available to a character in a combat round with the justification that the PC would be able to come to all those conclusions instinctively in no time, but that doesn't make for a fun game IMO. It turns D&D into a boring miniatures wargame.
To turn to the larger discussion...
My main goal in developing some table rules is to make more effective use of game time. Outside of sessions, I spend way too much time, effort, and money to feel satisfied spending actual game time sitting idle while people dick around with spell templates, pour over rulebooks, argue with me about rules minutiae, futz with disorganized notes, and stare blankly every time their initiative comes up ("Okay, what's happening again?").
I realize that fun is the primarly goal, and I'm not trying to curtail that; there would be no point to gaming otherwise.
However, imagine we're talking about some other pastime. Take playing a team sport with friends, for instance (a pickup game of basketball or whatever). Would it really be fun if players constantly stopped mid-play to talk about a movie they saw? If every possible foul was argued to death for fifteen minutes? If every other pass you made whizzed by your teammate becasue they weren't paying attention? If, even after months or years of playing together, some of the players would still ask you, "So, why do I need to get the ball in the basket again?"
Even if socializing, not the sport, is the primary goal, at some point the play experience diminishes to such a degree that it's no longer enjoyable. To paraphrase the old saying, "If something is worth playing, it's worth palying well." Doing so enhances both the play itself and the associated socializing.
And, as far as this thread goes, I'm leaving aside the issue of whether table rules or a new gaming group are the answer. The players in my groups are all good people and I enjoy their company. We've had some great sessions together. We coudl use some focus, however, to make the good sessions appear more consistently.
