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General Tabletop Discussion
*TTRPGs General
Should Players Engage With The Rules?
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<blockquote data-quote="dvvega" data-source="post: 2175164" data-attributes="member: 524"><p>As someone who has written/run games at conventions, I have run into various teams that want to do one method or another.</p><p></p><p>For example: </p><p></p><p>1) the hardcore dice monkeys - they play their games as written, all power gaming allowed if it is in the book, etc etc.</p><p></p><p>2) the average table-topper - they mix their roleplaying with rules but they're able to not focus solely on rules</p><p></p><p>3) the "White Wolves" - those that were weened on White-Wolf's system (or other similar system) and use less dice than (2) but still use dice.</p><p></p><p>4) the "Angsty White Wolves" - they've developed/experimented with other forms of resolution and dice are nowhere to be seen.</p><p></p><p>At a convention I like to make the players happy to play my game and thus don't force feed them "my way". So with each group I have "re-worked" d20.</p><p></p><p>1) Play as written, just make them roll more often that normal. For example a search for traps at an appropriate moment is an auto-success for the right character in the party without a roll, but (1)'s need dice ... so make them roll every time. And also add in atmosphere that makes them think the roll was close, so their dice are important.</p><p></p><p>2) Use the auto-success for characters with decent enough modifiers method. They roll for combat and so forth, but skills that will make DC 15 (or other number depending on level) generally succeed without a roll.</p><p></p><p>3) They generally live with (2).</p><p></p><p>4) Automatically assume people are "taking 10" on every single roll (or other number based on situation - fighters get 15 for combat for example). Of course I have to modify ACs slightly sometimes but most of these types of players know the combat guy should do the fighting so won't expect the wizard to hit a heavily armoured fighter. All damage rolls are average but high. So 1d6 average is 3.5 => 4. </p><p></p><p>I have found that these methods work in a mixed group as well. For example I've had groups where you have the obvious budding thespian who refuses to roll dice and wants to roleplay it all, while in the corner is the dice jockey who wants to roll that power critical. By using one of the methods for each player I find it works out nicely.</p><p></p><p>So to answer your question: you can handle this kind of person easily. Take his/her greatest assets and make them an automatic 10/15 (or other roll - just make sure they succeed in their field of endeavour more often than fail) and anything else is an automatic 5/10 etc. After a while they'll either want to start rolling dice or be happy with it.</p><p></p><p>D</p></blockquote><p></p>
[QUOTE="dvvega, post: 2175164, member: 524"] As someone who has written/run games at conventions, I have run into various teams that want to do one method or another. For example: 1) the hardcore dice monkeys - they play their games as written, all power gaming allowed if it is in the book, etc etc. 2) the average table-topper - they mix their roleplaying with rules but they're able to not focus solely on rules 3) the "White Wolves" - those that were weened on White-Wolf's system (or other similar system) and use less dice than (2) but still use dice. 4) the "Angsty White Wolves" - they've developed/experimented with other forms of resolution and dice are nowhere to be seen. At a convention I like to make the players happy to play my game and thus don't force feed them "my way". So with each group I have "re-worked" d20. 1) Play as written, just make them roll more often that normal. For example a search for traps at an appropriate moment is an auto-success for the right character in the party without a roll, but (1)'s need dice ... so make them roll every time. And also add in atmosphere that makes them think the roll was close, so their dice are important. 2) Use the auto-success for characters with decent enough modifiers method. They roll for combat and so forth, but skills that will make DC 15 (or other number depending on level) generally succeed without a roll. 3) They generally live with (2). 4) Automatically assume people are "taking 10" on every single roll (or other number based on situation - fighters get 15 for combat for example). Of course I have to modify ACs slightly sometimes but most of these types of players know the combat guy should do the fighting so won't expect the wizard to hit a heavily armoured fighter. All damage rolls are average but high. So 1d6 average is 3.5 => 4. I have found that these methods work in a mixed group as well. For example I've had groups where you have the obvious budding thespian who refuses to roll dice and wants to roleplay it all, while in the corner is the dice jockey who wants to roll that power critical. By using one of the methods for each player I find it works out nicely. So to answer your question: you can handle this kind of person easily. Take his/her greatest assets and make them an automatic 10/15 (or other roll - just make sure they succeed in their field of endeavour more often than fail) and anything else is an automatic 5/10 etc. After a while they'll either want to start rolling dice or be happy with it. D [/QUOTE]
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