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<blockquote data-quote="bloodtide" data-source="post: 8874626" data-attributes="member: 6684958"><p>Well, basically.....Old School Role Playing</p><p></p><p>Complex Problem Solving: that is anything that will take more then a d20 roll or two. </p><p></p><p>When the game setting has a problem, like the elven and dwarf kingdoms are on the edge of a war and the PCs must find someway to make peace. Now as long as the DM does not set it up as "ok, just roll higher then a 10, and your characters make peace throughout the lands". If the DM makes it a Complex Problem, the players can't just "roll to solve it". </p><p></p><p>When the players have to do real investigation, not just "roll to have their characters know stuff". When the players have to keep track of facts, not just "roll to have their character remember things". When the players have to sift through the rumors, lies and facts and figure out things for real, not just "roll to have their character figure things out."</p><p></p><p>Solving mysteries for real, as long as the game is not set up for "just roll to solve the mystery". </p><p></p><p>As long as game is more complex then "the characters are murderhobos and kill anything that moves on sight", players will need to figure out real actions and tactics to win a fight. Even very simple tactics, have nothing to do with "level". Though you need a DM that adds a bit more to the game other then "whatever you do we will have Encounter 11, exactly as written." </p><p></p><p>Getting anything complex done, without direct combat, is also a thing. Assuming here the DM will let the players "win or beat" a combat encounter without slogging through rolls and rolls of combat. </p><p> </p><p>Doing "downtime" things like running a business that are not "roll a d20 to see how much gold your business made this week". Having the player make a 'real' business plan and make profit.</p><p></p><p>So anything that is more complex then "one roll to win".</p></blockquote><p></p>
[QUOTE="bloodtide, post: 8874626, member: 6684958"] Well, basically.....Old School Role Playing Complex Problem Solving: that is anything that will take more then a d20 roll or two. When the game setting has a problem, like the elven and dwarf kingdoms are on the edge of a war and the PCs must find someway to make peace. Now as long as the DM does not set it up as "ok, just roll higher then a 10, and your characters make peace throughout the lands". If the DM makes it a Complex Problem, the players can't just "roll to solve it". When the players have to do real investigation, not just "roll to have their characters know stuff". When the players have to keep track of facts, not just "roll to have their character remember things". When the players have to sift through the rumors, lies and facts and figure out things for real, not just "roll to have their character figure things out." Solving mysteries for real, as long as the game is not set up for "just roll to solve the mystery". As long as game is more complex then "the characters are murderhobos and kill anything that moves on sight", players will need to figure out real actions and tactics to win a fight. Even very simple tactics, have nothing to do with "level". Though you need a DM that adds a bit more to the game other then "whatever you do we will have Encounter 11, exactly as written." Getting anything complex done, without direct combat, is also a thing. Assuming here the DM will let the players "win or beat" a combat encounter without slogging through rolls and rolls of combat. Doing "downtime" things like running a business that are not "roll a d20 to see how much gold your business made this week". Having the player make a 'real' business plan and make profit. So anything that is more complex then "one roll to win". [/QUOTE]
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