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General Tabletop Discussion
*TTRPGs General
Should personality or mental stats exist?
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<blockquote data-quote="CleverNickName" data-source="post: 9252920" data-attributes="member: 50987"><p>I reject the notion that a character needs high stats to be "effective." The average for any ability score is 10... so anything higher than 10 is above average. In other words: a "smart, charismatic fighter" is a fighter with 11 or higher in both Intelligence and Charisma. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p>As for the roleplaying vs. game mechanics, here's how I do it. In social situations and challenges, roleplaying determines <em>what </em>gets rolled, and whether or not it's with advantage or disadvantage. The stats and the dice are only used to see whether or not it succeeded. Like this example:</p><p></p><p><strong>Player: </strong> I approach the guards confidently, taking off my gloves so that they both can see my signet ring. I tell the guard on the right that I'm a member of the Duke's court, I'm running late for important business, and I demand he stand aside and let me pass.</p><p><strong>Me: </strong> Okay. That sounds like either Deception or Intimidation, your choice. And roll with advantage, since you're showing that ring.</p><p><strong>Player: </strong> Um, let's go with Intimidation. (rolls) Uh-oh. Thirteen?</p><p><strong>Me: </strong>(rolls Insight for the guard, who gets an eleven.) He bought it! The guard starts to object, but then his friend clears his throat and points at the ring on your finger. They both snap to attention so quickly they almost drop their halberds. "S-s-sorry, my good sir," he says, "Of course any member of House Ardonis is welcome here." The two guards not only stand aside, they bow deeply as they open the gate for you.</p><p><strong>Other player: </strong>(once they're out of earshot) Where did you get that ring anyway?</p><p><strong>Player: </strong>Won it in a game of Three Dragon Ante.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9252920, member: 50987"] I reject the notion that a character needs high stats to be "effective." The average for any ability score is 10... so anything higher than 10 is above average. In other words: a "smart, charismatic fighter" is a fighter with 11 or higher in both Intelligence and Charisma. 🤷♂️ As for the roleplaying vs. game mechanics, here's how I do it. In social situations and challenges, roleplaying determines [I]what [/I]gets rolled, and whether or not it's with advantage or disadvantage. The stats and the dice are only used to see whether or not it succeeded. Like this example: [B]Player: [/B] I approach the guards confidently, taking off my gloves so that they both can see my signet ring. I tell the guard on the right that I'm a member of the Duke's court, I'm running late for important business, and I demand he stand aside and let me pass. [B]Me: [/B] Okay. That sounds like either Deception or Intimidation, your choice. And roll with advantage, since you're showing that ring. [B]Player: [/B] Um, let's go with Intimidation. (rolls) Uh-oh. Thirteen? [B]Me: [/B](rolls Insight for the guard, who gets an eleven.) He bought it! The guard starts to object, but then his friend clears his throat and points at the ring on your finger. They both snap to attention so quickly they almost drop their halberds. "S-s-sorry, my good sir," he says, "Of course any member of House Ardonis is welcome here." The two guards not only stand aside, they bow deeply as they open the gate for you. [B]Other player: [/B](once they're out of earshot) Where did you get that ring anyway? [B]Player: [/B]Won it in a game of Three Dragon Ante. [/QUOTE]
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Should personality or mental stats exist?
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