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How to model a party of cinematically charismatic heroes?
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<blockquote data-quote="5ekyu" data-source="post: 7306704" data-attributes="member: 6919838"><p>Your belief in how little "how someone describes" influences your adjudications is refeshing. Few people i know seem as confident in their ability to so clearly prevent being influenced.</p><p></p><p>That is why i choose to - as a Middle Path guy - draw that divisor between "i decide character and mechanics dont matter and its my call alone" and " character and mechanics play a role" much father back on the "play skill -character skill" and "GM says yes/no - character and mechanics say yes/no" spectrums after the player describes their effort/approach/action.</p><p></p><p>To me it seems not a type of game i would enjoy as much if i made my players go through an elaborate chargen process but then GMed in a way that made winning in the auto-play stage take such a prominent opening round stage that they have to fail at to even see those mechanics.</p><p></p><p>If i were going that route i might also adopt some of the DMG options to reduce chargen, like say the option for Ability Proficiencies or Background proficiencies (throwing out skills and tools) which seem far more in sync with higher levels of weight being put on the player-gm interplay.</p><p></p><p>Maybe you did. iDK.</p><p></p><p>Sent from my [device_name] using <a href="http://EN World mobile app" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7306704, member: 6919838"] Your belief in how little "how someone describes" influences your adjudications is refeshing. Few people i know seem as confident in their ability to so clearly prevent being influenced. That is why i choose to - as a Middle Path guy - draw that divisor between "i decide character and mechanics dont matter and its my call alone" and " character and mechanics play a role" much father back on the "play skill -character skill" and "GM says yes/no - character and mechanics say yes/no" spectrums after the player describes their effort/approach/action. To me it seems not a type of game i would enjoy as much if i made my players go through an elaborate chargen process but then GMed in a way that made winning in the auto-play stage take such a prominent opening round stage that they have to fail at to even see those mechanics. If i were going that route i might also adopt some of the DMG options to reduce chargen, like say the option for Ability Proficiencies or Background proficiencies (throwing out skills and tools) which seem far more in sync with higher levels of weight being put on the player-gm interplay. Maybe you did. iDK. Sent from my [device_name] using [url]EN World mobile app[/url] [/QUOTE]
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