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*TTRPGs General
Player Skill - what is it?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4453878" data-attributes="member: 710"><p>I am not a big fan of puzzles, exactly because they take me out of character. It is me and only me that is thinking about the puzzle. My character does not enter into it, and I have switched from playing an RPG to "playing" a cross-word-puzzle, so to speak. </p><p></p><p>But I like the "compromise" ideas. Because it is not like I just want to roll the dice to see if I get anything done. That might be because I like tactical combat - I still have to figure out the battle plan, but I use my characters abilities (and the battle plan is me figuring out when or how to apply them). </p><p></p><p>This principle can be applied to other scenarios, but it sometimes seems more difficult to get it right. For example, how do you combine both effectively in a social skill challenge? My idea goes along the lines: The players still have to come up with the "battle plan" - what do they want to say or do, to what effect. What arguments do they use? What demands/desires do they have? What do they offer the NPCs? What "tactic" do they use - do they lie, intimidate or just befriend? If the challenge succeeds, they get their demands, but are also taken up on their offers, and are perceived by what their tactics and what they said. (Did the Rogue pretend to be an envoy from a nearby city? Did the Fighter intimidate the elder councilman? Did the Wizard tell them about the artifact they found?)</p><p></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Maybe there is time for some "refinement" on skill challenges of the non-mathematical nature? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></span></p><p><span style="font-size: 9px"></span></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4453878, member: 710"] I am not a big fan of puzzles, exactly because they take me out of character. It is me and only me that is thinking about the puzzle. My character does not enter into it, and I have switched from playing an RPG to "playing" a cross-word-puzzle, so to speak. But I like the "compromise" ideas. Because it is not like I just want to roll the dice to see if I get anything done. That might be because I like tactical combat - I still have to figure out the battle plan, but I use my characters abilities (and the battle plan is me figuring out when or how to apply them). This principle can be applied to other scenarios, but it sometimes seems more difficult to get it right. For example, how do you combine both effectively in a social skill challenge? My idea goes along the lines: The players still have to come up with the "battle plan" - what do they want to say or do, to what effect. What arguments do they use? What demands/desires do they have? What do they offer the NPCs? What "tactic" do they use - do they lie, intimidate or just befriend? If the challenge succeeds, they get their demands, but are also taken up on their offers, and are perceived by what their tactics and what they said. (Did the Rogue pretend to be an envoy from a nearby city? Did the Fighter intimidate the elder councilman? Did the Wizard tell them about the artifact they found?) [size=1] Maybe there is time for some "refinement" on skill challenges of the non-mathematical nature? ;) [/size] [/QUOTE]
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