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Portraying a character's physical stats
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<blockquote data-quote="Quickleaf" data-source="post: 2987152" data-attributes="member: 20323"><p>As an exercise I'm reworking the concept of ability scores to make them provide various tricks that players can use that help them play a super-charismatic or super-genuis character. But I'm a bit stuck with how to apply this to physical abilities (Str, Dex, and Con). </p><p>So my question is: What would help you portray your high-physical stat character? What sorts of problems do you encounter in game that you feel are a result of the game or communication with the GM, that your character wouldn't make the same mistake?</p><p></p><p>For example, trying to break a reinforced door. Your character probably realizes how hard it is, but you as a player might not know the hardness, so you could spend a Strength point to learn the door's hardness.</p><p></p><p>Here's some examples for Intelligence (renamed Reason): </p><p></p><p><strong>Comprehension:</strong> While you might not understand all the lingo in the game world, nor have the vocabulary of an Oxford scholar, your character can figure out the meaning of most words. Each Reason point you spend allows you to understand one source’s information (such as a person or a book) for a scene. If you don’t understand the language then you only get the jist, not the specifics.</p><p></p><p><strong>Detect False Premise:</strong> Though you might not be able to pinpoint the flaw in an argument, your character zeroes in on such false assumptions. Each Reason point you spend reveals one false premise. For example, a false premise of “because he is a criminal killing him won’t harm society” is that all criminals don’t contribute to society.</p><p></p><p><strong>Logical Conclusion:</strong> Your character can anticipate the logical conclusion of a significant event, calculating what is most likely to occur in a chain of reactions. Each Reason point you spend allows you to predict what will happen as a result of an event (even a hypothetical one): 1 point (an hour), 2 points (a day), 3 points (a week), 4 points (a month), 5 points (a season), 6 points (a year), 7 points (a decade), etc. However, this only looks at one dimension of the event’s effects (e.g. “within one town” or “economically speaking”); you may spend Reason points to increase the number of dimensions that you take into account.</p><p></p><p><strong>Quick-Thinking:</strong> Even though it may take you a while to come up with a plan, your character can do so in blinding speeds. Each Reason point you spend cuts the time in half (round down). Thus if you spend 4 Reason points you could reduce a 20 minute plan to only taking 1 minute in the game (1/16 the time).</p><p></p><p><strong>Puzzle Hint:</strong> You might be flummoxed by the Narrator’s puzzle (riddle, maze, or what have you), but your character keeps his cool and applies what he already knows to gain an insight. Each Reason point you spend gets a helpful hint from the Narrator or another player of your choice.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2987152, member: 20323"] As an exercise I'm reworking the concept of ability scores to make them provide various tricks that players can use that help them play a super-charismatic or super-genuis character. But I'm a bit stuck with how to apply this to physical abilities (Str, Dex, and Con). So my question is: What would help you portray your high-physical stat character? What sorts of problems do you encounter in game that you feel are a result of the game or communication with the GM, that your character wouldn't make the same mistake? For example, trying to break a reinforced door. Your character probably realizes how hard it is, but you as a player might not know the hardness, so you could spend a Strength point to learn the door's hardness. Here's some examples for Intelligence (renamed Reason): [b]Comprehension:[/b] While you might not understand all the lingo in the game world, nor have the vocabulary of an Oxford scholar, your character can figure out the meaning of most words. Each Reason point you spend allows you to understand one source’s information (such as a person or a book) for a scene. If you don’t understand the language then you only get the jist, not the specifics. [b]Detect False Premise:[/b] Though you might not be able to pinpoint the flaw in an argument, your character zeroes in on such false assumptions. Each Reason point you spend reveals one false premise. For example, a false premise of “because he is a criminal killing him won’t harm society” is that all criminals don’t contribute to society. [b]Logical Conclusion:[/b] Your character can anticipate the logical conclusion of a significant event, calculating what is most likely to occur in a chain of reactions. Each Reason point you spend allows you to predict what will happen as a result of an event (even a hypothetical one): 1 point (an hour), 2 points (a day), 3 points (a week), 4 points (a month), 5 points (a season), 6 points (a year), 7 points (a decade), etc. However, this only looks at one dimension of the event’s effects (e.g. “within one town” or “economically speaking”); you may spend Reason points to increase the number of dimensions that you take into account. [b]Quick-Thinking:[/b] Even though it may take you a while to come up with a plan, your character can do so in blinding speeds. Each Reason point you spend cuts the time in half (round down). Thus if you spend 4 Reason points you could reduce a 20 minute plan to only taking 1 minute in the game (1/16 the time). [b]Puzzle Hint:[/b] You might be flummoxed by the Narrator’s puzzle (riddle, maze, or what have you), but your character keeps his cool and applies what he already knows to gain an insight. Each Reason point you spend gets a helpful hint from the Narrator or another player of your choice. [/QUOTE]
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