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Ruling on Suggestion (longish)
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<blockquote data-quote="Uller" data-source="post: 65577" data-attributes="member: 413"><p>The best example I've seen of using the dice to role-play when a player isn't up to the task was on this board. </p><p></p><p>I didn't come up with this example, but I've always thought it was brilliant. It basically goes like this:</p><p></p><p>Han Solo's Player: I'm going to try to convince the guy on the radio that there is nothing wrong and not to send anyone to investigate the blaster fire.</p><p></p><p>DM: Okay. What do you want to tell him to convince him everything is okay?</p><p></p><p>Player: Ummm...we had a weapons malfunction.</p><p></p><p>DM: Okay...I _guess_ that's plausible. Make a Bluff check at -4. The guard on the other end rolled a 15.</p><p></p><p>Player: Does a 2 suffice?</p><p></p><p>DM: No. You say "Negative, negative. Everything's fine here. We're all fine...how are you?" The guard is annoyed and askes for your operator's number...</p><p></p><p>Had Han made his bluff check in that scene, he may have said something clever and had the fore sight to look at a dead guard's ID tag so he could claim to be him. The "role" playing is in the player making decisions about what he wants his character to do and roughly how to go about it. The "roll" play uses the mechanics of the game to determine success. Generally though, I think players should have to just work it out themselves.</p></blockquote><p></p>
[QUOTE="Uller, post: 65577, member: 413"] The best example I've seen of using the dice to role-play when a player isn't up to the task was on this board. I didn't come up with this example, but I've always thought it was brilliant. It basically goes like this: Han Solo's Player: I'm going to try to convince the guy on the radio that there is nothing wrong and not to send anyone to investigate the blaster fire. DM: Okay. What do you want to tell him to convince him everything is okay? Player: Ummm...we had a weapons malfunction. DM: Okay...I _guess_ that's plausible. Make a Bluff check at -4. The guard on the other end rolled a 15. Player: Does a 2 suffice? DM: No. You say "Negative, negative. Everything's fine here. We're all fine...how are you?" The guard is annoyed and askes for your operator's number... Had Han made his bluff check in that scene, he may have said something clever and had the fore sight to look at a dead guard's ID tag so he could claim to be him. The "role" playing is in the player making decisions about what he wants his character to do and roughly how to go about it. The "roll" play uses the mechanics of the game to determine success. Generally though, I think players should have to just work it out themselves. [/QUOTE]
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