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Rule-Of-Three 2-7-12
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<blockquote data-quote="Mattachine" data-source="post: 5812571" data-attributes="member: 6678226"><p>Though I understand your reasoning, that would fall flat in my games. You, as a player, are smart--your characters shouldn't necessarily be idiot-savants. If you make low-int, low-wis characters, then why should they be the ones solving the puzzles?</p><p></p><p>I love to give bonuses to die rolls for good roleplay/description. I also agree that a die roll should perhaps give important clues or hints for solving a puzzle (rather than simply solving it), but the game should not rely on player statements as a default mechanic for resolving in-game scenarios. Some play groups love these types of puzzles, and have no problem removing the roleplay and using the metagame to solve puzzles as a group--no rules are needed for them. For the rest of us, skills and stats need to matter, especially when our character is something we could never hope to be.</p><p></p><p></p><p>Riddle me this: Rather than using dice to make an attack, a player with real-world melee fighting skills describes an excellent attack-defense-counter strategy against an opponent. Should this player then not have to make hit/damage rolls, because they have roleplayed the combat more effectively? Sure, the game has specific rules for die rolls in combat . . . doesn't the game have specific rules for die rolls out of combat, too?</p></blockquote><p></p>
[QUOTE="Mattachine, post: 5812571, member: 6678226"] Though I understand your reasoning, that would fall flat in my games. You, as a player, are smart--your characters shouldn't necessarily be idiot-savants. If you make low-int, low-wis characters, then why should they be the ones solving the puzzles? I love to give bonuses to die rolls for good roleplay/description. I also agree that a die roll should perhaps give important clues or hints for solving a puzzle (rather than simply solving it), but the game should not rely on player statements as a default mechanic for resolving in-game scenarios. Some play groups love these types of puzzles, and have no problem removing the roleplay and using the metagame to solve puzzles as a group--no rules are needed for them. For the rest of us, skills and stats need to matter, especially when our character is something we could never hope to be. Riddle me this: Rather than using dice to make an attack, a player with real-world melee fighting skills describes an excellent attack-defense-counter strategy against an opponent. Should this player then not have to make hit/damage rolls, because they have roleplayed the combat more effectively? Sure, the game has specific rules for die rolls in combat . . . doesn't the game have specific rules for die rolls out of combat, too? [/QUOTE]
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