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How to deal with a "true roleplayer".
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<blockquote data-quote="James Gasik" data-source="post: 8935992" data-attributes="member: 6877472"><p>Not at all, when we attempted to run a 2e game for the group, it was sadly the rules themselves that did it in for us. Between extra levels of complication due to sometimes wanting to roll high, and other times wanting to roll low, and subsystems popping up like candy, the low amount of proficiencies, and some characters simply not being able to do much of anything at low levels, plus the high xp requirements to level, it was pretty clear that the newer players were not having much fun.</p><p></p><p>Consider for example our thief, who couldn't use their backstab ability due to it's difficult requirements, and only had like a 40% chance to open a door. The player actually stopped to ask what it was they were supposed to do, since they couldn't sneak, couldn't scout, couldn't reliably find or disable traps, couldn't get anywhere near melee combat, and couldn't even use their shortbow since there was a random chance they could hit an ally engaged in melee.</p><p></p><p>Let alone the Wizard who got one spell (they didn't want to specialize when they were told they'd have to give up certain schools of magic) and then was even worse off than the Thief.</p><p></p><p>We explained that it's a different play experience, which rewards caution and picking and choosing your battles, knowing that the odds are very much stacked against you. One of the other players summed it up as "it's like playing Dark Souls in hardcore mode; you don't get to save, so if you get unlucky, you have to make a new character and hope you get farther this time...except it's worse than that, since you can't learn enemy patterns or where useful items are, and you have to hope for lucky die rolls".</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8935992, member: 6877472"] Not at all, when we attempted to run a 2e game for the group, it was sadly the rules themselves that did it in for us. Between extra levels of complication due to sometimes wanting to roll high, and other times wanting to roll low, and subsystems popping up like candy, the low amount of proficiencies, and some characters simply not being able to do much of anything at low levels, plus the high xp requirements to level, it was pretty clear that the newer players were not having much fun. Consider for example our thief, who couldn't use their backstab ability due to it's difficult requirements, and only had like a 40% chance to open a door. The player actually stopped to ask what it was they were supposed to do, since they couldn't sneak, couldn't scout, couldn't reliably find or disable traps, couldn't get anywhere near melee combat, and couldn't even use their shortbow since there was a random chance they could hit an ally engaged in melee. Let alone the Wizard who got one spell (they didn't want to specialize when they were told they'd have to give up certain schools of magic) and then was even worse off than the Thief. We explained that it's a different play experience, which rewards caution and picking and choosing your battles, knowing that the odds are very much stacked against you. One of the other players summed it up as "it's like playing Dark Souls in hardcore mode; you don't get to save, so if you get unlucky, you have to make a new character and hope you get farther this time...except it's worse than that, since you can't learn enemy patterns or where useful items are, and you have to hope for lucky die rolls". [/QUOTE]
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