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No love for the hand axe?
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<blockquote data-quote="KarinsDad" data-source="post: 6648922" data-attributes="member: 2011"><p>You roleplay this stuff?</p><p></p><p>Defense, sure a little bit. It takes 2 minutes to roleplay the defenses that will be set up, even if it takes the PCs hours to actually do it. One doesn't go into a lot of details, at least at any table I've played at unless one or two players want to be meticulous about it.</p><p></p><p>How to bandage a wound? Are you serious? In 40 years of gaming, I've never asked a player (or even had a player tell me as far as I can remember) how to bandage a wound. Even in a super detailed RPG like Rolemaster where broken legs are possible, I never asked a player how to set a splint. It's assumed that character knowledge combined with any sort of skill roll (first aid in the case of RM) and issue solved. That's what skill checks in the game are for. To determine task resolution based on character knowledge, not player knowledge. The player wants to go look for an herb to help with healing, sure. Players have tried that.</p><p></p><p>You seriously go into the depth of detail on how to fix a car in an RPG and roleplay that out? Yikes! Our group never roleplays pedestrian stuff like this. Either the PCs can do it with a skill check (possibly with a bonus if they elaborate a bit with good ideas), or they fail.</p><p></p><p>You might call such ideas roleplaying. I wouldn't. More like out of character brainstorming. It's the reason that players come up with ideas on building hot air balloons in fantasy medieval settings.</p><p></p><p></p><p></p><p>Actually, it is a good reason for character skill over player skill.</p><p></p><p>But the main reason details (accurate or inaccurate ones) are ignored or handwaved away is because it wastes a lot of precious gaming time. I don't want to talk about how to bandage a wound in a game or how to set a fire. That's not the fun part for most players (you might be an exception). It's fun to interact with NPCs, explore the world via DM description and player interaction, and fight enemies.</p><p></p><p>Going meticulously into details on how to do a variety of skills? Boring at the table. I suspect that it might be less boring for people who are domain experts in those areas, but many gamers could care less about that minutia, or at least a steady diet of it at the table. Do the players really have to describe how they collect wood for the fire for the 30th time? We never do that at our table (unless instigated by a player). We focus on the highlights of the three pillars, not the necessarily background grunt work and details that leads up to those.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6648922, member: 2011"] You roleplay this stuff? Defense, sure a little bit. It takes 2 minutes to roleplay the defenses that will be set up, even if it takes the PCs hours to actually do it. One doesn't go into a lot of details, at least at any table I've played at unless one or two players want to be meticulous about it. How to bandage a wound? Are you serious? In 40 years of gaming, I've never asked a player (or even had a player tell me as far as I can remember) how to bandage a wound. Even in a super detailed RPG like Rolemaster where broken legs are possible, I never asked a player how to set a splint. It's assumed that character knowledge combined with any sort of skill roll (first aid in the case of RM) and issue solved. That's what skill checks in the game are for. To determine task resolution based on character knowledge, not player knowledge. The player wants to go look for an herb to help with healing, sure. Players have tried that. You seriously go into the depth of detail on how to fix a car in an RPG and roleplay that out? Yikes! Our group never roleplays pedestrian stuff like this. Either the PCs can do it with a skill check (possibly with a bonus if they elaborate a bit with good ideas), or they fail. You might call such ideas roleplaying. I wouldn't. More like out of character brainstorming. It's the reason that players come up with ideas on building hot air balloons in fantasy medieval settings. Actually, it is a good reason for character skill over player skill. But the main reason details (accurate or inaccurate ones) are ignored or handwaved away is because it wastes a lot of precious gaming time. I don't want to talk about how to bandage a wound in a game or how to set a fire. That's not the fun part for most players (you might be an exception). It's fun to interact with NPCs, explore the world via DM description and player interaction, and fight enemies. Going meticulously into details on how to do a variety of skills? Boring at the table. I suspect that it might be less boring for people who are domain experts in those areas, but many gamers could care less about that minutia, or at least a steady diet of it at the table. Do the players really have to describe how they collect wood for the fire for the 30th time? We never do that at our table (unless instigated by a player). We focus on the highlights of the three pillars, not the necessarily background grunt work and details that leads up to those. [/QUOTE]
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