Eraslin said:So, let me get this straight. You guys have a house rule which states that if a player suggests a tactic to the DM, then he can't use it? Were I in your position I'd be thinking up everything that the enemies could possibly be doing to the characters, which is hurtful, and suggesting them all to the DM.If he can't use your suggestions....
Oh, fiddlesticks. The difference is that the point of poker or whatever is to win - there aren't any side considerations like story or character ("Ooh, I hope my three of hearts impresses the king of clubs with his diplomacy skill!") However, in our campaign anyway, the point of a roleplaying game is to develop a story. If people go into it with a number-crunching, screw-em-if-they-don't-know-a-rule mindset, I think the story suffers. Of course, that's just me - I suppose that some folk play with a different (and therefore wrong) focus*.Dieter said:
I disagree. If you were playing competitive poker, where stakes are wagered (money rather than life or death)...would you tip your hand or suggest that your opponent should draw 3 cards instead of just one because the odds are more favorable? I wouldn't and I bet the vast majority of people here wouldn't either.
Word, Dieter. Wise men do not correct errors made in their favor.Dieter said:I disagree. If you were playing competitive poker, where stakes are wagered (money rather than life or death)...would you tip your hand or suggest that your opponent should draw 3 cards instead of just one because the odds are more favorable? I wouldn't and I bet the vast majority of people here wouldn't either.
But it is proper role-playing for a player--within the rules--to do all within his character's power to maximize the character's chances for success. This is usually because the character puts his life on the line in pursuit of whatever goal is at issue. Not telling the GM that he erred in favor of the character is just good sense.Tewligan said:Oh, fiddlesticks. The difference is that the point of poker or whatever is to win - there aren't any side considerations like story or character ("Ooh, I hope my three of hearts impresses the king of clubs with his diplomacy skill!") However, in our campaign anyway, the point of a roleplaying game is to develop a story. If people go into it with a number-crunching, screw-em-if-they-don't-know-a-rule mindset, I think the story suffers. Of course, that's just me - I suppose that some folk play with a different (and therefore wrong) focus.
Corinth said:
But it is proper role-playing for a player--within the rules--to do all within his character's power to maximize the character's chances for success. This is usually because the character puts his life on the line in pursuit of whatever goal is at issue. Not telling the GM that he erred in favor of the character is just good sense.