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Inspiration is a PC-on-PC Social Skills Question
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<blockquote data-quote="FrogReaver" data-source="post: 6830584" data-attributes="member: 6795602"><p>The issue isn't about mechanical benefits vs roleplay. In fact the 2 aren't even necessarily opposed. So no, that's not what I'm saying at all.</p><p></p><p>What I'm saying is that in virtually every situation where another PC is giving them a mechanical benefit at the cost of having to agree their character was inspired by a particular character that the player will automatically choose a fluff that allows them to get the buff as opposed to a fluff that does not. The only exception is if it's something really important regarding their character concept. </p><p></p><p>Why does this work in actual play so often? Because no one maps out traits about their characters like or dislike of music or like or dislike of halflings or like or dislike of whatever. And even then if they generally dislike any of those things they can also say that your particular song or halfling or whatever is an exception to the characters general dislike. </p><p></p><p>The point is that there is always fluff they can use to establish why their character was inspired by something and once the sensible fluff bridge is cross what real reason does the player have to not choose such fluffs in these situations unless it's for something he feels is going to be really important regarding his character. </p><p></p><p>So yes, i can understand your concerns on a philosophical level. Can you understand why your concerns aren't actually a problem in actual play?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 6830584, member: 6795602"] The issue isn't about mechanical benefits vs roleplay. In fact the 2 aren't even necessarily opposed. So no, that's not what I'm saying at all. What I'm saying is that in virtually every situation where another PC is giving them a mechanical benefit at the cost of having to agree their character was inspired by a particular character that the player will automatically choose a fluff that allows them to get the buff as opposed to a fluff that does not. The only exception is if it's something really important regarding their character concept. Why does this work in actual play so often? Because no one maps out traits about their characters like or dislike of music or like or dislike of halflings or like or dislike of whatever. And even then if they generally dislike any of those things they can also say that your particular song or halfling or whatever is an exception to the characters general dislike. The point is that there is always fluff they can use to establish why their character was inspired by something and once the sensible fluff bridge is cross what real reason does the player have to not choose such fluffs in these situations unless it's for something he feels is going to be really important regarding his character. So yes, i can understand your concerns on a philosophical level. Can you understand why your concerns aren't actually a problem in actual play? [/QUOTE]
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