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General Tabletop Discussion
*Pathfinder & Starfinder
Playstyle/Edition Neutrality: Modules for Player to Character Replacement
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<blockquote data-quote="Minigiant" data-source="post: 5966571" data-attributes="member: 63508"><p>In another topic [MENTION=996]Tony Vargas[/MENTION] said</p><p></p><p> </p><p>The definition of a RPG is a major point of difference between gamers. RPGs is all about replacing the player's abilities with that of the character's. The issue with this is each group does replaces different abilities and different magnitude. </p><p></p><p>The most obvious example is when it comes to social skills. Groups who do single Social skill rolls do <strong>moderate</strong> placement. Groups who use social combat or skill challenge do <strong>high</strong> replacement. Groups that ignore Charisma or Social skill and just "talk it out" do <strong>no</strong> replacement. Groups that do simple Cha rolls but give big bonuses for talking it out do <strong>low </strong>replacement.</p><p> </p><p>When a player takes the character's role, what do what aspect of themselves do they replace with the character's? Does the player take on the character's...</p><p> </p><p> <strong>natural ability? </strong>Then you need ability scores.</p><p> </p><p> <strong>combat ability?</strong> Then you need combat rules.</p><p> </p><p> <strong>skills and knowledge? </strong>Then you need a skill system.</p><p> </p><p> <strong>social talent and mannerisms?</strong> Then you need a social system.</p><p> </p><p> <strong>personality, motivation, and drives?</strong> Then you need a motivation/drive/traits system.</p><p> </p><p> <strong>history?</strong> Then you need a background system</p><p> </p><p> <strong>interesting tweaks on the way they do things?</strong> Then you need themes, schemes, and feats</p><p> </p><p> <strong>fears, willpower and sanity?</strong> Then you need sanity rules.</p><p> </p><p> <strong>friends, enemies, and relationships? </strong>Then you need a contact or relationship system</p><p> </p><p> <strong>occupation and spending habits?</strong> Then you need a wealth system</p><p> </p><p> <strong>honor reputation, and allegiance? </strong>Then you need honor/reputation/allegiance rules</p><p> <strong></strong></p><p><strong>corruption on their soul? </strong>Then you need a taint system</p><p></p><p>Players are not the only replacers. Many DMs replace their skills with that of their NPCs.</p><p></p><p>What if the DM want to take on a NPC's ability to...</p><p></p><p><strong>plan cities and towns?</strong> Then you need a city planning rules.</p><p></p><p><strong>devise tactics? </strong>Then you need tactic suggestions</p><p></p><p><strong>expand themselves outside of the common member of their society? </strong>The you need monster creation rules.</p><p></p><p><strong>set the history of the would?</strong> Thenyou need a history system, creature fluff, or fluff creation rules.</p><p><strong></strong></p><p><strong>set themselves in the oldest profession?</strong> Then you need a prostitute/harlot table. </p><p></p><p></p><p>Player Character replacement should be a major factor that determines the order and priority of modules. It also would allow groups to better play like their style. </p><p></p><p>Do you agree?</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5966571, member: 63508"] In another topic [MENTION=996]Tony Vargas[/MENTION] said [I][/I] The definition of a RPG is a major point of difference between gamers. RPGs is all about replacing the player's abilities with that of the character's. The issue with this is each group does replaces different abilities and different magnitude. The most obvious example is when it comes to social skills. Groups who do single Social skill rolls do [B]moderate[/B] placement. Groups who use social combat or skill challenge do [B]high[/B] replacement. Groups that ignore Charisma or Social skill and just "talk it out" do [B]no[/B] replacement. Groups that do simple Cha rolls but give big bonuses for talking it out do [B]low [/B]replacement. When a player takes the character's role, what do what aspect of themselves do they replace with the character's? Does the player take on the character's... [B]natural ability? [/B]Then you need ability scores. [B]combat ability?[/B] Then you need combat rules. [B]skills and knowledge? [/B]Then you need a skill system. [B]social talent and mannerisms?[/B] Then you need a social system. [B]personality, motivation, and drives?[/B] Then you need a motivation/drive/traits system. [B]history?[/B] Then you need a background system [B]interesting tweaks on the way they do things?[/B] Then you need themes, schemes, and feats [B]fears, willpower and sanity?[/B] Then you need sanity rules. [B]friends, enemies, and relationships? [/B]Then you need a contact or relationship system [B]occupation and spending habits?[/B] Then you need a wealth system [B]honor reputation, and allegiance? [/B]Then you need honor/reputation/allegiance rules [B] corruption on their soul? [/B]Then you need a taint system Players are not the only replacers. Many DMs replace their skills with that of their NPCs. What if the DM want to take on a NPC's ability to... [B]plan cities and towns?[/B] Then you need a city planning rules. [B]devise tactics? [/B]Then you need tactic suggestions [B]expand themselves outside of the common member of their society? [/B]The you need monster creation rules. [B]set the history of the would?[/B] Thenyou need a history system, creature fluff, or fluff creation rules. [B] set themselves in the oldest profession?[/B] Then you need a prostitute/harlot table. Player Character replacement should be a major factor that determines the order and priority of modules. It also would allow groups to better play like their style. Do you agree? [/QUOTE]
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