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<blockquote data-quote="pming" data-source="post: 7306672" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>I'm one of those "old skool" DM's who places Player choice/description over game mechanics/rolls. And yes, that means that a player who comes up with some intricate plan to overcome some obstacle, if the plan is solid enough for that situation to most likely work, will say "OK, you do it". As far as the Player coming up with that, even though his PC has Int 5, Wis 8, so be it. Likewise, the "suave, debonair, slick-talking RP" the Player does to woo some NPC...sure. His PC with the 4 Charisma? Yup. That'd be some mighty fine RP'ing! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I encourage that all the way.</p><p></p><p>Now hold on...hold on... Just because I do let the Player choice/action/description "auto-succeed" doesn't mean stats are pointless or anything. Where the Player is going to loose out is when it comes time for me to dole out experience. If the player was constantly adding good idea's and tactics to overcome stuff...and his PC was supposed to be a dumb, hulking brute...then he was doing a very poor job of RP'ing said character. His, the Players, RP'ing would cause him to get less XP at the end of the session. That's the trade off. And, IME, it works.</p><p></p><p>Y'see, the game is called a "role-playing" game for a reason. The expectation is that the Player role-plays a fictional character in an imaginary story that he/she and everyone else at the table collectively create. If the player is sitting there playing the game as nothing more than an exercise in his/her ability to "master the mechanics/system", then that player isn't pulling their weight...IMHO. If a player wants to focus on the mechanics/system part, go for it...but don't make characters with ridiculously low dump-stats and then not RP those uber low stats. You want to come up with genius tactics? Don't put your 6 on Intelligence. Put it on Dexterity. Oh noes! Now the PC will get hit all the time in combat! Suck it up, buttercup. Better use your brains to come up with genius tactics I guess... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>And that, my friends, is how I roll. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7306672, member: 45197"] Hiya! I'm one of those "old skool" DM's who places Player choice/description over game mechanics/rolls. And yes, that means that a player who comes up with some intricate plan to overcome some obstacle, if the plan is solid enough for that situation to most likely work, will say "OK, you do it". As far as the Player coming up with that, even though his PC has Int 5, Wis 8, so be it. Likewise, the "suave, debonair, slick-talking RP" the Player does to woo some NPC...sure. His PC with the 4 Charisma? Yup. That'd be some mighty fine RP'ing! :) I encourage that all the way. Now hold on...hold on... Just because I do let the Player choice/action/description "auto-succeed" doesn't mean stats are pointless or anything. Where the Player is going to loose out is when it comes time for me to dole out experience. If the player was constantly adding good idea's and tactics to overcome stuff...and his PC was supposed to be a dumb, hulking brute...then he was doing a very poor job of RP'ing said character. His, the Players, RP'ing would cause him to get less XP at the end of the session. That's the trade off. And, IME, it works. Y'see, the game is called a "role-playing" game for a reason. The expectation is that the Player role-plays a fictional character in an imaginary story that he/she and everyone else at the table collectively create. If the player is sitting there playing the game as nothing more than an exercise in his/her ability to "master the mechanics/system", then that player isn't pulling their weight...IMHO. If a player wants to focus on the mechanics/system part, go for it...but don't make characters with ridiculously low dump-stats and then not RP those uber low stats. You want to come up with genius tactics? Don't put your 6 on Intelligence. Put it on Dexterity. Oh noes! Now the PC will get hit all the time in combat! Suck it up, buttercup. Better use your brains to come up with genius tactics I guess... ;) And that, my friends, is how I roll. ;) ^_^ Paul L. Ming [/QUOTE]
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