Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Roleplaying in D&D 5E: It’s How You Play the Game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8486563" data-attributes="member: 42582"><p>To go back to [USER=6787503]@Hriston[/USER]'s OP:</p><p></p><p><em>Roleplaying - </em>as in, declaring actions for one's PC and more generally describing or portraying how one's PC goes about the gameworld - works differently in different RPGs.</p><p></p><p>To point to two different systems to make the point:</p><p></p><p>In 4e D&D, encounters are resolved either as skill challenges or using the combat rules. In the former context, a player's declared action typically gets translated into a stat/skill check (I say "typically" because there are some exceptions that don't matter for present purposes). So the player is free to declare whatever they like - the player of the low-CHA dwarf can declare social actions, for instance - but the effect of those actions on the fiction will depend on the outcomes of the checks that get made. So the player of the low-CHA dwarf will be less likely to contribute to skill challenge success by declaring social actions than (say) physical ones. This then feeds into encounter design and adudication - as a GM, part of what makes encounters intriguing/compelling/challenging is that <em>the player of the low-CHA dwarf has good reason to want to declare social actions for his PC</em>. This is the non-combat equivalent of designing and/or running a combat encounter in a way that tends to bring the casters, archers and the like into melee, rather than making it easy for them to just hang back and plink away.</p><p></p><p>In Classic Traveller, quite a bit of non-combat action gets resolved by direct adjudication of the fiction, rather than via some sort of mechanical framework like a skill challenge. If a player is playing a PC with low INT or low EDU, then at our table we expect the player to reflect that in how they choose actions for that PC. Conversely, if the player is playing a PC with (to use an example from our game) Jack-of-all-Trades-4 then it's reasonable for them to declare all sorts of MacGyver-y stuff without actually calling for checks (eg fitting custom components onto the PCs' vehicles), and rather just using that to set up the context for the ensuing action.</p><p></p><p>Just like there's no <em>single </em>thing that is <em>playing a board game</em> or <em>playing a card game</em>, it shouldn't be any surprise that there's no single thing that is <em>playing a character in a RPG</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8486563, member: 42582"] To go back to [USER=6787503]@Hriston[/USER]'s OP: [I]Roleplaying - [/I]as in, declaring actions for one's PC and more generally describing or portraying how one's PC goes about the gameworld - works differently in different RPGs. To point to two different systems to make the point: In 4e D&D, encounters are resolved either as skill challenges or using the combat rules. In the former context, a player's declared action typically gets translated into a stat/skill check (I say "typically" because there are some exceptions that don't matter for present purposes). So the player is free to declare whatever they like - the player of the low-CHA dwarf can declare social actions, for instance - but the effect of those actions on the fiction will depend on the outcomes of the checks that get made. So the player of the low-CHA dwarf will be less likely to contribute to skill challenge success by declaring social actions than (say) physical ones. This then feeds into encounter design and adudication - as a GM, part of what makes encounters intriguing/compelling/challenging is that [I]the player of the low-CHA dwarf has good reason to want to declare social actions for his PC[/I]. This is the non-combat equivalent of designing and/or running a combat encounter in a way that tends to bring the casters, archers and the like into melee, rather than making it easy for them to just hang back and plink away. In Classic Traveller, quite a bit of non-combat action gets resolved by direct adjudication of the fiction, rather than via some sort of mechanical framework like a skill challenge. If a player is playing a PC with low INT or low EDU, then at our table we expect the player to reflect that in how they choose actions for that PC. Conversely, if the player is playing a PC with (to use an example from our game) Jack-of-all-Trades-4 then it's reasonable for them to declare all sorts of MacGyver-y stuff without actually calling for checks (eg fitting custom components onto the PCs' vehicles), and rather just using that to set up the context for the ensuing action. Just like there's no [I]single [/I]thing that is [I]playing a board game[/I] or [I]playing a card game[/I], it shouldn't be any surprise that there's no single thing that is [I]playing a character in a RPG[/I]. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Roleplaying in D&D 5E: It’s How You Play the Game
Top