Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Player can't stop talking Game Mechanics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Grayhawk" data-source="post: 1843911" data-attributes="member: 11288"><p>If that character has knowledge arcana and still choose to chug fireballs at red dragons, it's the fault of the player for not using his character's abilities. ('Say, can I make a knowledge arcana roll to see if my charcter knows anything about red dragons and whether they have any special resistances?').</p><p></p><p>While it may seem obvious that a 21 Int Wizard <em>should</em> know these things, and that if the player of such a character <em>doesn't</em>, he should just be told, I feel that's a wrong way to go about it. How do you determine what characters know and how much they can figure out, based on their ability scores?</p><p></p><p>How high level does the fighter need to be, before his player should be pointed out any kind of movement related AoO's he's drawing? At which point is the character with godlike Int and Wis just given the answer to every riddle and always pointed out the most logical, most effecient course of action?</p><p></p><p>Personally, I prefer for players to try and play their character's as best they can, learning from their mistakes a long the way, and my players feel the same way. The first time their new characters encounter trolls, they'll ask me if they know anything about their regeneration and how to overcome it. If such information is common knowledge in that campaign world, I might just tell them. If it's more obscure, it'll require a successful knowledge roll, and if it's the first anybody ever has seen of a troll in this world, they'll have to figure it out the hard way. And they have no problem roleplaying such ignorance.</p><p></p><p>I feel that there is such a thing as being good or bad at playing a roleplaying game, and taking away the possibility for players to get better at it and to remove the feeling that they are overcomming obstacles because they, as players, are directing their character's actions and making the most of their abilities, is taking away from what's unique about roleplaying, IMO. </p><p></p><p>Just to be given the answers 'because you should know' wouldn't give me the satisfaction I would get from actually thinking myself and remembering to use my character's knowledge represented by his skills and experience.</p><p></p><p>Obviously, there <em>can</em> be extreme examples where a charcater should just be flat out told that he should know better (and the red dragon/fireball example is close to being one, dependant on campaign setting). But even then, I try to remind my players that they should try and think for themselves.</p><p></p><p><em>'As your wizard - pulling out the material components for Burning Hands - stares down the closing fire elemental, he gets a nagging thought in the back of his head. Make an Int check. DC 2.'</em></p><p></p><p>And at other times I'll just sit by in disbelief as they cast fireballs at red dragons, hoping that they'll learn from their mistakes.</p><p></p><p>'Why didn't you tell me it was immune to fire?'</p><p></p><p>'What, you didn't know? And here I was about to put you down for extra RP XP for playing your wizard absentminded, all Fizban-like...'</p><p></p><p>Of course, YMMV.</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1843911, member: 11288"] If that character has knowledge arcana and still choose to chug fireballs at red dragons, it's the fault of the player for not using his character's abilities. ('Say, can I make a knowledge arcana roll to see if my charcter knows anything about red dragons and whether they have any special resistances?'). While it may seem obvious that a 21 Int Wizard [i]should[/i] know these things, and that if the player of such a character [i]doesn't[/i], he should just be told, I feel that's a wrong way to go about it. How do you determine what characters know and how much they can figure out, based on their ability scores? How high level does the fighter need to be, before his player should be pointed out any kind of movement related AoO's he's drawing? At which point is the character with godlike Int and Wis just given the answer to every riddle and always pointed out the most logical, most effecient course of action? Personally, I prefer for players to try and play their character's as best they can, learning from their mistakes a long the way, and my players feel the same way. The first time their new characters encounter trolls, they'll ask me if they know anything about their regeneration and how to overcome it. If such information is common knowledge in that campaign world, I might just tell them. If it's more obscure, it'll require a successful knowledge roll, and if it's the first anybody ever has seen of a troll in this world, they'll have to figure it out the hard way. And they have no problem roleplaying such ignorance. I feel that there is such a thing as being good or bad at playing a roleplaying game, and taking away the possibility for players to get better at it and to remove the feeling that they are overcomming obstacles because they, as players, are directing their character's actions and making the most of their abilities, is taking away from what's unique about roleplaying, IMO. Just to be given the answers 'because you should know' wouldn't give me the satisfaction I would get from actually thinking myself and remembering to use my character's knowledge represented by his skills and experience. Obviously, there [i]can[/i] be extreme examples where a charcater should just be flat out told that he should know better (and the red dragon/fireball example is close to being one, dependant on campaign setting). But even then, I try to remind my players that they should try and think for themselves. [i]'As your wizard - pulling out the material components for Burning Hands - stares down the closing fire elemental, he gets a nagging thought in the back of his head. Make an Int check. DC 2.'[/i] And at other times I'll just sit by in disbelief as they cast fireballs at red dragons, hoping that they'll learn from their mistakes. 'Why didn't you tell me it was immune to fire?' 'What, you didn't know? And here I was about to put you down for extra RP XP for playing your wizard absentminded, all Fizban-like...' Of course, YMMV. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Player can't stop talking Game Mechanics
Top