shilsen
Adventurer
Interesting ideas and comments.
One thing that works well for me is to think when creating and developing a character of the places where I do want the PC to be an extension of me and where not, so I can use that even in combat situations.
That's a good point, but I think there's one way being a tactical thinker can be handy too. If you can think of a half dozen useful strategies for most situations and rank them by degree of usefulness, then you have a lot more material to assign to PCs with different levels of tactical acumen.
Pearls. Swine. You know.
Absolutely. I know what works for me, but I wouldn't argue that's somehow a superior manner of gaming. It's just a playstyle preference.
True. Of course, there's an interesting tactical component to roleplaying in combat, and a way one can combine the two. At least there is for me. One of the things I enjoy is making a PC a useful and effective member of the group in combat while approaching combat on the basis of the PC's personality. In a sense, I'm creating an added tactical challenge for myself than the DM and the situation already provide. I know that I can make an optimized character who'll be effective in a fight, especially if I throw personality out of the window. But taking a non-optimized character and making it effective while approaching combat on the basis of personality? Now that's a real challenge. It's like my DMing approach of preferring to challenge PCs with enemies who are lower level/CR than then. That makes for a more fun tactical challenge, at least for me.
You know, I only started considering that after starting this thread, since it wasn't one of the reasons I did it, but taking death out of the campaign definitely helps in this area. Naturally, it's much easier for me to play up PC personality in character generation and combat if it doesn't mean that it'll automatically mean getting the PC and/or the other PCs killed.
Yup. And I'm still working on point 3, since I have a tendency to notice mechanical and other issues which actually aren't that big and say 'no', rather than saying 'yes.' But I'm getting better.
I think.
sniffles said:Admittedly, though, the character is always an extension of me, so he's probably going to do something close to what I would do in a similar situation, if I had his skills and abilities.
One thing that works well for me is to think when creating and developing a character of the places where I do want the PC to be an extension of me and where not, so I can use that even in combat situations.
I think it's easier for me to stop thinking strategically in combat, though, because I'm just not a tactical thinker. If you're really good at that then it's got to be a lot more difficult to turn it off and just think about what your character knows, I would expect.
That's a good point, but I think there's one way being a tactical thinker can be handy too. If you can think of a half dozen useful strategies for most situations and rank them by degree of usefulness, then you have a lot more material to assign to PCs with different levels of tactical acumen.
Mallus said:16 games?! shil, you need some new hobbies. Might I suggest the drinking of expensive booze? Harmful in both the physical and karmic senses. The next time you come over I'll pour you a glass of the lovely 16 year-old Islay Scotch I received from M. on Christmas.
Pearls. Swine. You know.
Personally, I think this is really a question of how individuals enjoy the game, and in what ways those loci of enjoyment (sometimes I love jargon!) might be, or at least seem, incompatible.
Absolutely. I know what works for me, but I wouldn't argue that's somehow a superior manner of gaming. It's just a playstyle preference.
Some players approach combat in D&D as if it were a game of chess/wargame. Their enjoyment of combat comes from achieving the victory conditions as quickly as possible with the least amount of resources spent. They might RP up a storm in other situations, but not in a fight. At that point role-playing becomes counterproductive to the way they get their kicks.
True. Of course, there's an interesting tactical component to roleplaying in combat, and a way one can combine the two. At least there is for me. One of the things I enjoy is making a PC a useful and effective member of the group in combat while approaching combat on the basis of the PC's personality. In a sense, I'm creating an added tactical challenge for myself than the DM and the situation already provide. I know that I can make an optimized character who'll be effective in a fight, especially if I throw personality out of the window. But taking a non-optimized character and making it effective while approaching combat on the basis of personality? Now that's a real challenge. It's like my DMing approach of preferring to challenge PCs with enemies who are lower level/CR than then. That makes for a more fun tactical challenge, at least for me.
Sure, for players who aren't wholly of the wargamer mindset --not that's there's anything wrong with that...
1) Make the campaign less lethal, or even non-lethal.
You know, I only started considering that after starting this thread, since it wasn't one of the reasons I did it, but taking death out of the campaign definitely helps in this area. Naturally, it's much easier for me to play up PC personality in character generation and combat if it doesn't mean that it'll automatically mean getting the PC and/or the other PCs killed.
2) Ensure that the PC's are resource-rich.
3) Say 'yes' as often as possible to actions that aren't explicitly supported.
Sounds familiar, doesn't it?
Yup. And I'm still working on point 3, since I have a tendency to notice mechanical and other issues which actually aren't that big and say 'no', rather than saying 'yes.' But I'm getting better.
I think.