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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="The Shaman" data-source="post: 5749564" data-attributes="member: 26473"><p>I can't tell if you're missing what I said or ignoring what I said, but in any case I've already addressed this: what the character's INT, WIS, CHA or whatever ability stats represent is limited to what is covered by the rules, and everything else comes from the player, so I don't give a <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /> if the barbarian solves every puzzle the adventurers encounter in the course of the game.</p><p></p><p>If you want the ability stats to provide discrete direction on how the character acts and reacts, write rules that reflect this. <em>Pendragon</em> is a great example of how to do this very thing.When the marshal draws his guns, he hesitates, and when he aims them, his hands shake. Know how I know that? Because with his low Bravery score, his Speed and Gun Accuracy are reduced. I cannot ignore that weakness; it is hard-coded into the character.</p><p></p><p>What you seem to be missing is that there is more than one way to play a coward. Maybe he's ashamed of his weakness and fear, and overcompensates as a way of facing it. Or maybe he's a bully who hides his fear as deeply as he can beneath a veneer of rough braggadocio, but can't stop it from revealing itself when faced with an actual threat.</p><p></p><p>The idea that the only way to play a coward is to avoid danger is pretty thin soup.There is no reference to get. I grabbed the name out of thin air for the example of the clumsy ninja.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5749564, member: 26473"] I can't tell if you're missing what I said or ignoring what I said, but in any case I've already addressed this: what the character's INT, WIS, CHA or whatever ability stats represent is limited to what is covered by the rules, and everything else comes from the player, so I don't give a :mad::mad::mad::mad: if the barbarian solves every puzzle the adventurers encounter in the course of the game. If you want the ability stats to provide discrete direction on how the character acts and reacts, write rules that reflect this. [i]Pendragon[/i] is a great example of how to do this very thing.When the marshal draws his guns, he hesitates, and when he aims them, his hands shake. Know how I know that? Because with his low Bravery score, his Speed and Gun Accuracy are reduced. I cannot ignore that weakness; it is hard-coded into the character. What you seem to be missing is that there is more than one way to play a coward. Maybe he's ashamed of his weakness and fear, and overcompensates as a way of facing it. Or maybe he's a bully who hides his fear as deeply as he can beneath a veneer of rough braggadocio, but can't stop it from revealing itself when faced with an actual threat. The idea that the only way to play a coward is to avoid danger is pretty thin soup.There is no reference to get. I grabbed the name out of thin air for the example of the clumsy ninja. [/QUOTE]
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Should PCs be forced to act a certain way because of their stats?
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