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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="iserith" data-source="post: 8487348" data-attributes="member: 97077"><p>A player is advised to take their character's ability scores into account when fleshing out the character's appearance and personality, but ultimately a player decides how the character acts and thinks. Inspiration is awarded for acting in particular ways according to personal characteristics which notably aren't tied to ability scores.</p><p></p><p>I'm running a secondary campaign right now where multiple PCs have Int 5. A few have Cha 5. They still portray the character however they want. It's not up to me to tell them how to play Int 5 and certain portrayals would probably be offensive anyway. What it means in play is that they are largely terrible at exploration challenges involving Intelligence and bad at social interaction challenges. Inspiration gets spent a lot in these situations because they can't reliably deduce the working of a trap or secret door they found, recall useful lore, or try to influence NPCs without it. They end up having to pay NPCs a lot for lore or favors. These are the trade-offs they accepted. They aren't getting away with anything or "cheating."</p></blockquote><p></p>
[QUOTE="iserith, post: 8487348, member: 97077"] A player is advised to take their character's ability scores into account when fleshing out the character's appearance and personality, but ultimately a player decides how the character acts and thinks. Inspiration is awarded for acting in particular ways according to personal characteristics which notably aren't tied to ability scores. I'm running a secondary campaign right now where multiple PCs have Int 5. A few have Cha 5. They still portray the character however they want. It's not up to me to tell them how to play Int 5 and certain portrayals would probably be offensive anyway. What it means in play is that they are largely terrible at exploration challenges involving Intelligence and bad at social interaction challenges. Inspiration gets spent a lot in these situations because they can't reliably deduce the working of a trap or secret door they found, recall useful lore, or try to influence NPCs without it. They end up having to pay NPCs a lot for lore or favors. These are the trade-offs they accepted. They aren't getting away with anything or "cheating." [/QUOTE]
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Roleplaying in D&D 5E: It’s How You Play the Game
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