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<blockquote data-quote="marcelvdpol" data-source="post: 6867426" data-attributes="member: 6837387"><p>Are we still discussing what is the "best" way to roleplay in Dungeons & Dragons. Imho, all views are equally valid. If you want to approach D&D as a tactical miniature wargame, this is fine. If you want to approach D&D as a Munchkin Optimization Problem this is fine as well. If you want to approach D&D as a Shakespearean Actor, this is fine as well. As long as it is accepted within the group that there are different ways of playing D&D this shouldn't be such an issue. The most important thing is to have fun; this of course means different things to different people, as we are all different (and the world would be such a boring place if everyone is the same).</p><p></p><p>To get back to the original question: there are plenty of ways to "mitigate" OoC knowledge in this game. </p><p>1) Make up your own monsters. A Fire Troll might not be vulnerable to fire damage but is instead vulnerable to Ice damage.</p><p>2) Let the player roll for it. If the player has some knowledge but the character doesn't, let him roll some ability/skill to see if the character knows. This works especially well with knowledge skills such as History, Medicine, Arcana, Religion or Survival. </p><p>3) Let the player make up a story for why the character should know this. If he can involve his background in some way the character might be entitled to claim some knowledge as his own.</p><p>4) Don't bother with it at all. If your group consists of tactical miniature players and/or munchkin optimization players, there might not be any problem whatsoever in bring OoC knowledge to in-game decisions. One of the most breached OoC things are the tactical deliberations during a combat (like all players were connected to a hive mind/telepathic bond) where talking alone would take more than the normal 6 seconds per turn. Of course, for a home campaign I might make the encounters more difficult to compensate for this "special ability"<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />. During my home campaign I only once forbade players from deliberating during combat and that was because someone had cast Silence in the area where the combat took place.</p></blockquote><p></p>
[QUOTE="marcelvdpol, post: 6867426, member: 6837387"] Are we still discussing what is the "best" way to roleplay in Dungeons & Dragons. Imho, all views are equally valid. If you want to approach D&D as a tactical miniature wargame, this is fine. If you want to approach D&D as a Munchkin Optimization Problem this is fine as well. If you want to approach D&D as a Shakespearean Actor, this is fine as well. As long as it is accepted within the group that there are different ways of playing D&D this shouldn't be such an issue. The most important thing is to have fun; this of course means different things to different people, as we are all different (and the world would be such a boring place if everyone is the same). To get back to the original question: there are plenty of ways to "mitigate" OoC knowledge in this game. 1) Make up your own monsters. A Fire Troll might not be vulnerable to fire damage but is instead vulnerable to Ice damage. 2) Let the player roll for it. If the player has some knowledge but the character doesn't, let him roll some ability/skill to see if the character knows. This works especially well with knowledge skills such as History, Medicine, Arcana, Religion or Survival. 3) Let the player make up a story for why the character should know this. If he can involve his background in some way the character might be entitled to claim some knowledge as his own. 4) Don't bother with it at all. If your group consists of tactical miniature players and/or munchkin optimization players, there might not be any problem whatsoever in bring OoC knowledge to in-game decisions. One of the most breached OoC things are the tactical deliberations during a combat (like all players were connected to a hive mind/telepathic bond) where talking alone would take more than the normal 6 seconds per turn. Of course, for a home campaign I might make the encounters more difficult to compensate for this "special ability":D. During my home campaign I only once forbade players from deliberating during combat and that was because someone had cast Silence in the area where the combat took place. [/QUOTE]
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