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<blockquote data-quote="Exen Trik" data-source="post: 3815034" data-attributes="member: 34942"><p>On one hand, I understand that in order to be fun for the player in-game puzzles and other challenges have to apply at a metagame level. Reducing everything to simple skillchecks leaves the result in the players hands but not the challenge or the fun.</p><p></p><p>On the other hand, while the player should be behind the wheel, the player is not in fact the vehicle, that's what the character is. The characters abilities and limitations should have a vital role in how a challenge plays out, and in turn the players shouldn't be fully responsible for their characters perception, knowledge, skill with words or actions. </p><p></p><p>It's isn't an easy task to make those two work with each other, but with the correct mechanics and a DM who knows what they're doing it should be possible. </p><p></p><p>One thing that I think gets often overlooked is the DMs description of something, since it should be presented in the scope of what that character can see. Even if a player is asking a series of technical questions about a mechanical device, if the character is a 6 Int barbarian he wouldn't likely understand of it, and the player wouldn't have more to work with than "It's a mechanical device, do you want to leave it alone, or kick it?" or something similar. </p><p></p><p>In any case, I'm hopeful that the 4e teams approach to non-combat challenges will be a big step in the right direction.</p></blockquote><p></p>
[QUOTE="Exen Trik, post: 3815034, member: 34942"] On one hand, I understand that in order to be fun for the player in-game puzzles and other challenges have to apply at a metagame level. Reducing everything to simple skillchecks leaves the result in the players hands but not the challenge or the fun. On the other hand, while the player should be behind the wheel, the player is not in fact the vehicle, that's what the character is. The characters abilities and limitations should have a vital role in how a challenge plays out, and in turn the players shouldn't be fully responsible for their characters perception, knowledge, skill with words or actions. It's isn't an easy task to make those two work with each other, but with the correct mechanics and a DM who knows what they're doing it should be possible. One thing that I think gets often overlooked is the DMs description of something, since it should be presented in the scope of what that character can see. Even if a player is asking a series of technical questions about a mechanical device, if the character is a 6 Int barbarian he wouldn't likely understand of it, and the player wouldn't have more to work with than "It's a mechanical device, do you want to leave it alone, or kick it?" or something similar. In any case, I'm hopeful that the 4e teams approach to non-combat challenges will be a big step in the right direction. [/QUOTE]
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