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<blockquote data-quote="Ovinomancer" data-source="post: 7293706" data-attributes="member: 16814"><p>No, they aren't. They're engaging the fiction. The example of the fighter playing against her strength in social settings rather than to it is a great illustration of this. Do I expect players will generally play to their strengths? Yes, of course I do. But, my experience is that my players engage the fiction without looking to make sure it's the best choice for them mechanically rather than the best choice for their character given the situation. </p><p></p><p>To further this, my players engage the fiction as their characters, and, when a roll comes up, it's because a character has stated an approach and goal that has an uncertain outcome and a penalty for failure. At that point, they don't stop and say, oh, wait, this is a DEX check, I'm going to go get the rogue to do this. This doesn't happen because once the check is set, it's set for the player that declared, and isn't transferrable. Also, I set reasonable DCs, and don't try to screw my players over, so the fighter in plate mail trying to sneak knows this will be hard to do, but there's a chance of success. This means my players are willing to try things they wouldn't before.</p><p></p><p>And that last sentence is important, because I used to allow player declared rolls for skill checks just as you advocate. I changed, for reasons I'll list in a separate post.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7293706, member: 16814"] No, they aren't. They're engaging the fiction. The example of the fighter playing against her strength in social settings rather than to it is a great illustration of this. Do I expect players will generally play to their strengths? Yes, of course I do. But, my experience is that my players engage the fiction without looking to make sure it's the best choice for them mechanically rather than the best choice for their character given the situation. To further this, my players engage the fiction as their characters, and, when a roll comes up, it's because a character has stated an approach and goal that has an uncertain outcome and a penalty for failure. At that point, they don't stop and say, oh, wait, this is a DEX check, I'm going to go get the rogue to do this. This doesn't happen because once the check is set, it's set for the player that declared, and isn't transferrable. Also, I set reasonable DCs, and don't try to screw my players over, so the fighter in plate mail trying to sneak knows this will be hard to do, but there's a chance of success. This means my players are willing to try things they wouldn't before. And that last sentence is important, because I used to allow player declared rolls for skill checks just as you advocate. I changed, for reasons I'll list in a separate post. [/QUOTE]
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