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Community
General Tabletop Discussion
*TTRPGs General
Player skill vs character skill?
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<blockquote data-quote="Edgar Ironpelt" data-source="post: 9811341" data-attributes="member: 32075"><p>I prefer a system where character skill is more important than player skill, and where the player-skill element is more a matter of skill in manipulating the crunchy mechanics than in having real-world skill in the task the character is attempting. But I'm aware of the imperfect trade-offs and drawbacks of this.</p><p></p><p>What I aim for is the player enjoying the glamorous illusion of "I-the-character" skillfully (or occasionally not-skillfully) performing various tasks in the game-world. If resolution relies too heavily on player's real-world skill in the task, then the player loses the sense of it being "I-the-<code class="bbCodeInline">*</code><strong>character</strong><code class="bbCodeInline">*</code>" performing the task. But if resolution leaves the player with too little input, then the player loses the sense of it being "<code class="bbCodeInline">*</code><strong>I</strong><code class="bbCodeInline">*</code>-the-character" performing the task.</p><p></p><p>With some tasks it's inherently difficult to achieve the right balance - and that balance may be necessarily imperfect even if achieved. Dealing with traps and participating in social interactions, yes, but even more so in the case of riddles. A "good" riddle, in my style, has to be one that both the player and the character can answer - one that the player can answer "in character." If the player can answer, but only by dropping out of character, or if the character can answer but the player has to roll dice, then it's a bad riddle. And even a good riddle can be imperfect and disappointing if it's one that would be easy for the character but not the player (or vice versa).</p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 9811341, member: 32075"] I prefer a system where character skill is more important than player skill, and where the player-skill element is more a matter of skill in manipulating the crunchy mechanics than in having real-world skill in the task the character is attempting. But I'm aware of the imperfect trade-offs and drawbacks of this. What I aim for is the player enjoying the glamorous illusion of "I-the-character" skillfully (or occasionally not-skillfully) performing various tasks in the game-world. If resolution relies too heavily on player's real-world skill in the task, then the player loses the sense of it being "I-the-[icode]*[/icode][B]character[/B][icode]*[/icode]" performing the task. But if resolution leaves the player with too little input, then the player loses the sense of it being "[icode]*[/icode][B]I[/B][icode]*[/icode]-the-character" performing the task. With some tasks it's inherently difficult to achieve the right balance - and that balance may be necessarily imperfect even if achieved. Dealing with traps and participating in social interactions, yes, but even more so in the case of riddles. A "good" riddle, in my style, has to be one that both the player and the character can answer - one that the player can answer "in character." If the player can answer, but only by dropping out of character, or if the character can answer but the player has to roll dice, then it's a bad riddle. And even a good riddle can be imperfect and disappointing if it's one that would be easy for the character but not the player (or vice versa). [/QUOTE]
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