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<blockquote data-quote="marcelvdpol" data-source="post: 6865874" data-attributes="member: 6837387"><p>Its always a somewhat thin line and most certainly the player will (sometimes) bring in knowledge that he has but his character might not (or might). After all, the character has stats that define how good he is in certain things, and these could be different from the stats the player has. </p><p></p><p>In a campaign I'm DM-ing right now the players are much more intelligent compared to their characters (highest INT in the party is 11 and we're talking relatively high IQ people; I'm planning a Sherlock-Holmes-like Murder Mystery just to see how the party would handle it). Every time a character takes an action (decided on by the player) that seems too intelligent for him, I let the player roll an Int skill (or straight up Int Ability check) to see if his character actually could have thought of this. </p><p></p><p>The same would be true for other stuff; knowledge can pretty easily be captured as there are some knowledge-based skills in the game. This is fortunate, because me as a player would have no clue what the specific history is of this region if I didn't read the source book, nor would I as a player know how recognize if certain animals live in the wilderness that we are in now. </p><p></p><p>"When in doubt, let the player roll for it" seems to work fine as a general rule.</p></blockquote><p></p>
[QUOTE="marcelvdpol, post: 6865874, member: 6837387"] Its always a somewhat thin line and most certainly the player will (sometimes) bring in knowledge that he has but his character might not (or might). After all, the character has stats that define how good he is in certain things, and these could be different from the stats the player has. In a campaign I'm DM-ing right now the players are much more intelligent compared to their characters (highest INT in the party is 11 and we're talking relatively high IQ people; I'm planning a Sherlock-Holmes-like Murder Mystery just to see how the party would handle it). Every time a character takes an action (decided on by the player) that seems too intelligent for him, I let the player roll an Int skill (or straight up Int Ability check) to see if his character actually could have thought of this. The same would be true for other stuff; knowledge can pretty easily be captured as there are some knowledge-based skills in the game. This is fortunate, because me as a player would have no clue what the specific history is of this region if I didn't read the source book, nor would I as a player know how recognize if certain animals live in the wilderness that we are in now. "When in doubt, let the player roll for it" seems to work fine as a general rule. [/QUOTE]
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