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How do you rule on NPC-to-PC social interactions?
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<blockquote data-quote="Voadam" data-source="post: 8483266" data-attributes="member: 2209"><p>This varies. I remember NERO had hp and damage from weapons that varied by character mechanics and levels which had impacts on fights along with player abilities.</p><p></p><p>Sure.</p><p></p><p>And I would disagree. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Old guard ways covers a hugely varied array of modes of play.</p><p></p><p>I don't feel the "without reflecting statblocks" is the bad part there. Stopping plot points because somebody does not have a certain stat block or because they roll badly is bad design. </p><p></p><p>Puzzling things out, exploring, and investigating are great plot elements for adventures and campaigns. Whether you go with players puzzling things themselves or mechanics to get there is a playstyle choice that can vary. Generally it is better to not make pass/fail chokepoints but to have the game continue on with consequences depending on how things turn out.</p><p></p><p></p><p>Punishing players roleplaying for having mental illnesses would be a weird way to characterize non-mechanical roleplay.</p><p></p><p></p><p>I encourage you to change the rules in the game you run to make the game more fun for you and the people you are playing with.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8483266, member: 2209"] This varies. I remember NERO had hp and damage from weapons that varied by character mechanics and levels which had impacts on fights along with player abilities. Sure. And I would disagree. :) Old guard ways covers a hugely varied array of modes of play. I don't feel the "without reflecting statblocks" is the bad part there. Stopping plot points because somebody does not have a certain stat block or because they roll badly is bad design. Puzzling things out, exploring, and investigating are great plot elements for adventures and campaigns. Whether you go with players puzzling things themselves or mechanics to get there is a playstyle choice that can vary. Generally it is better to not make pass/fail chokepoints but to have the game continue on with consequences depending on how things turn out. Punishing players roleplaying for having mental illnesses would be a weird way to characterize non-mechanical roleplay. I encourage you to change the rules in the game you run to make the game more fun for you and the people you are playing with. [/QUOTE]
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