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General Tabletop Discussion
*TTRPGs General
Should PCs be forced to act a certain way because of their stats?
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<blockquote data-quote="ComradeGnull" data-source="post: 5746434" data-attributes="member: 6685694"><p>I think <strong>decision making</strong> should always be the domain of the player. Otherwise you're limiting the player's autonomy way too much. Characteristics, like alignment, should be a tool and not a straight jacket- in the real world, no one is ever clever, cautious, insightful, stupid, etc. 100% of the time. Attributes and skills are an abstraction that makes mechanical and rigid human qualities that really are quite plastic and variable.</p><p></p><p>Resolving the <strong>results</strong> of a decision is rightly within the realm of 'things the dice do'. Rolling also allows you to resolve things where the player themself can not directly interact with something. </p><p></p><p>I like to limit rolls to things that the game really NEEDS to resolve:</p><p>-to tell if someone is lying because they contradicted themselves, you need common sense, not a roll.</p><p>-to tell if someone is lying by body language and intuition, you need a roll.</p><p>-to judge if you can jump a small gap, you need a roll (player can't really see the gap or measure its length)</p><p>-to decide if jumping off a bridge is a good idea, you don't need a roll</p><p></p><p>One restriction I would place here is: players should not be playing characters who are of sub-human judgement and intelligence. It just doesn't work unless you have a super-committed player (and most likely, an unconventional game structure). Most modern systems place lower bounds on attributes, and this seems reasonable.</p><p></p><p>So for me, no, I don't think it is a big deal. I think: if a player is playing a PC with 3 Int and is constantly coming up with good ideas, and that bothers you, it probably means you and the player do not want to play the same game.</p></blockquote><p></p>
[QUOTE="ComradeGnull, post: 5746434, member: 6685694"] I think [B]decision making[/B] should always be the domain of the player. Otherwise you're limiting the player's autonomy way too much. Characteristics, like alignment, should be a tool and not a straight jacket- in the real world, no one is ever clever, cautious, insightful, stupid, etc. 100% of the time. Attributes and skills are an abstraction that makes mechanical and rigid human qualities that really are quite plastic and variable. Resolving the [B]results[/B] of a decision is rightly within the realm of 'things the dice do'. Rolling also allows you to resolve things where the player themself can not directly interact with something. I like to limit rolls to things that the game really NEEDS to resolve: -to tell if someone is lying because they contradicted themselves, you need common sense, not a roll. -to tell if someone is lying by body language and intuition, you need a roll. -to judge if you can jump a small gap, you need a roll (player can't really see the gap or measure its length) -to decide if jumping off a bridge is a good idea, you don't need a roll One restriction I would place here is: players should not be playing characters who are of sub-human judgement and intelligence. It just doesn't work unless you have a super-committed player (and most likely, an unconventional game structure). Most modern systems place lower bounds on attributes, and this seems reasonable. So for me, no, I don't think it is a big deal. I think: if a player is playing a PC with 3 Int and is constantly coming up with good ideas, and that bothers you, it probably means you and the player do not want to play the same game. [/QUOTE]
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Should PCs be forced to act a certain way because of their stats?
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