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How to model a party of cinematically charismatic heroes?
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<blockquote data-quote="5ekyu" data-source="post: 7307122" data-attributes="member: 6919838"><p>But the problem is not limited to cha but really most mental attributes *if* a GM allows significant parts of the game to be resolved thru means that focus on player skill or the GM player interaction and specifically keeps mechanics reserved for when player skill (at the player GM interaction or otherwise) leaves it in doubt.</p><p></p><p>I dont know of any GM who would let a player juggling in their living room replace a juggling test by their character who has an 8 dex. I dont know of any GM that would resolve a "dagger vs lever" trick in game to be resolved with some throw test IRL at the gaming table. I dont know of a GM that would let my own cooking skill turn into auto-success in a test in an in-game event even as they gobble up my "cheese-crack".</p><p></p><p></p><p>But i have seen GMs and you have some here who seem to have taken ye olde "dont roll for every stupid thing" and morph it much broader (as is their right) to create effectively two tiers of traits, some of which will frequently or almost always be resolved with mechanics and some that will (frequently enough to be a strategic recommendation) decided in the GM-Player interaction/test without any reference to character stats at all.</p><p></p><p>Other examples in the world of mental would be an arcane quiz from a potential ally where the PLAYER may know the books but the character does not. "Hey i remember old man bojangle kenobi telling stories for beer at the fire and he said..." even though this OMBK piece did not make the player think of INT or ARCANA or other such spends in chargen.</p><p></p><p></p><p></p><p>And though many seem to want to (mis)represent social skill as epic speeches, we all know its more about in many cases knowing the keys and cues to the offer. I myself on more than a few cases saw players roleplay a character stumbling thru a discussion but making sure they still avoided poison pills and got in all the key points that needed to be there. </p><p></p><p>In an auto-play game where stats dont matter for that stage, it would (and has been) an auto-success. If the mechanics are involved in all but a small set of resolutions (not the same as letting the dice run your game) this might earn a bonus or advantage but the core "purchased" character traits would still be in play.</p><p></p><p>But keeping stats in play does not have to prevent cinematic heroes as alternate stats can be used and reputation can be used.</p><p></p><p></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: 7307122, member: 6919838"] But the problem is not limited to cha but really most mental attributes *if* a GM allows significant parts of the game to be resolved thru means that focus on player skill or the GM player interaction and specifically keeps mechanics reserved for when player skill (at the player GM interaction or otherwise) leaves it in doubt. I dont know of any GM who would let a player juggling in their living room replace a juggling test by their character who has an 8 dex. I dont know of any GM that would resolve a "dagger vs lever" trick in game to be resolved with some throw test IRL at the gaming table. I dont know of a GM that would let my own cooking skill turn into auto-success in a test in an in-game event even as they gobble up my "cheese-crack". But i have seen GMs and you have some here who seem to have taken ye olde "dont roll for every stupid thing" and morph it much broader (as is their right) to create effectively two tiers of traits, some of which will frequently or almost always be resolved with mechanics and some that will (frequently enough to be a strategic recommendation) decided in the GM-Player interaction/test without any reference to character stats at all. Other examples in the world of mental would be an arcane quiz from a potential ally where the PLAYER may know the books but the character does not. "Hey i remember old man bojangle kenobi telling stories for beer at the fire and he said..." even though this OMBK piece did not make the player think of INT or ARCANA or other such spends in chargen. And though many seem to want to (mis)represent social skill as epic speeches, we all know its more about in many cases knowing the keys and cues to the offer. I myself on more than a few cases saw players roleplay a character stumbling thru a discussion but making sure they still avoided poison pills and got in all the key points that needed to be there. In an auto-play game where stats dont matter for that stage, it would (and has been) an auto-success. If the mechanics are involved in all but a small set of resolutions (not the same as letting the dice run your game) this might earn a bonus or advantage but the core "purchased" character traits would still be in play. But keeping stats in play does not have to prevent cinematic heroes as alternate stats can be used and reputation can be used. Sent from my [device_name] using [url]EN World mobile app[/url] [/QUOTE]
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