I'm A Banana
Potassium-Rich
ThirdWizard said:Isn't it more like saying "Man, I wish I could make the horse whinny when I move it around," when playing chess? Nobody is saying the Players have to roleplay. Well, I'm not. Some people don't want to. But, to complain that you feel hampered by miniatures when roleplaying is more akin to complaining that you can't make the fun sounds in chess. You can do that if that's what you want.
Like he said, Just because chess doesn't reward you for neighing like a horse doesn't mean you shouldn't do it. If it's fun, and no one has problems with it, do it all you like.
pemerton said:This allows a solution to Philotomy's squire problem - a character can have the skills of a squire on his sheet without the taking of those skills impacting in any way on the character's ability to develop other skills that are more central to the main action of the game (like combat skills). D&D makes this harder, because of the extremely limited number of skill points, which makes it hard for a fighter to have more than 3 or 4 skills of any significance on the sheet - so developing Profession (Squire) (which is a cross-class skill for a fighter) would preclude being able to Ride or Handle Animals (both of which are skills that a squire ought to have).
The thing with this example is that it's an error in perception. Profession (Squire) lets you care for horses, prepare saddles, oil up armor....any character without a negative Dex can Ride pretty well (and we'd all agree that a clumsy squire would be a bad squire), at least well enough to get from point A to point B, so he doesn't need the points there. And handling an animal is different from the usual horse grooming tasks that a Squire does, because it involves training them, raising them, and pushing them -- things that would be more appropriate to a horse trainer or breeder than a Squire.
In D&D there is a lot of "description assumption." You don't NEED 100 or more skills because a 12 Charisma and taking 10 and choosing to do it will get a result from a common scenario 90% of the time. There are more ways than purchasing Ride ranks to ride a horse. You don't need the Run feat to be able to run.
I find this misconception common amongst those who believe that D&D's rules somehow limit their roleplaying. "I can't ride a horse withuot ranks in Ride" is false, just as the idea that Squires need Handle Animal is. You don't need Power Attack to attack with power, just to get a mechanical benefit from it. The idea that D&D prevents role playing because it doesn't directly reward it is similarly misguided. I'm not saying you're wrong to feel that way, I'm just saying feeling that way isn't D&D's problem. It's not the cause.
LostSoul said:Let's not talk about D&D for a bit. Imagine a game where the rewards aren't kewl powers or increased kick-assedness; instead, the rewards allow you (the player) to have more influence on the story. That kind of "XP" reward would be valuable to the story guy.
This kind of thing already exists. Take an acting class. Do some improv. This kind of thing is all over the place, just not with d20's.
D&D embraces that concept by not using d20's to play out this effect. In other words, by not having rules for that which doesn't really need rules. If you want to have more influence on the story, you role play an element of your character (say, his vendetta against a classmate at fighter community college), the DM takes note of it, and it comes up more in the story. You don't need a new game or a rules change to do that, just a perceptive DM. The advice in the DMG is basically "Find what your group has fun doing and do it a lot." If there is a story guy, hook him with story.
LostSoul said:"Evil Dude is my father!" "No, he's not." "Yes, he is."
"The evil army approaches." "My guy brandishes his sword and cuts them all down!" "Dude, that's lame." "Well, that's what happens." "No, it's not."
You need some way to agree on what's going on. Tampering with those rules will just as easily piss off your story guy.
D&D already has a mechanic for this. "What the DM says, goes." A player says "Evil Dude is my father!" the DM says "Yes" or "No" and everyone follows that ruling. A smart DM takes this into account -- the player wants evil dude to be his father, so finding his father is important to him, and his father better be somehow key to the plot or he won't have a lot of fun.
And when the DM says "We're going to need to get specific in this combat, time to break out the battlemat," everyone follows that ruling, too. And when more peices show up because it was dark and shadowy, everyone follows that ruling (though it would be dirty pool in a wargame).