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General Tabletop Discussion
*TTRPGs General
Should Roleplay Determine Character Advancement?
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<blockquote data-quote="Argyle King" data-source="post: 5482002" data-attributes="member: 58416"><p>Very valids points...</p><p> </p><p>What you said in the paragraph is one of a few reasons why I've come to prefer games which do not have levels.</p><p> </p><p>The second paragraph I understand and mostly agree with. I do find it silly that roleplaying the royal tea party would suddenly unlock a new karate technique. Though I'm not sure I'd entirely agree that most games reward you with abilities which are unrelated to rp.</p><p> </p><p>Aside from D&D, I also play quite a bit of GURPS. The advice it gives to GMs is to allow players to spend points on things they are familiar with, use, or could have reasonably learned throughout the adventure. I believe one of the examples given as to what would not be reasonable was someone alone in a landlocked barren wasteland suddenly learning the shiphandling skill. </p><p> </p><p>I'll also add that characters don't require GM awarded points to advance in that game either; it's possible to gain skills through study as well by having your character seek out a means of learning something. An example given in one of the books is a character going on a quest to find a martial arts master from whom he could learn a legendary fighting technique.</p><p> </p><p>In either case, the GM is free to completely ignore either of these and rule that things work at his table any way he pleases. I personally feel they work pretty well as is, and function as a way to reward rp which makes sense in the context of the game. Likewise, it also (like the previously mentioned Pendragon) allows for characters to choose personality traits. It fits together pretty well.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5482002, member: 58416"] Very valids points... What you said in the paragraph is one of a few reasons why I've come to prefer games which do not have levels. The second paragraph I understand and mostly agree with. I do find it silly that roleplaying the royal tea party would suddenly unlock a new karate technique. Though I'm not sure I'd entirely agree that most games reward you with abilities which are unrelated to rp. Aside from D&D, I also play quite a bit of GURPS. The advice it gives to GMs is to allow players to spend points on things they are familiar with, use, or could have reasonably learned throughout the adventure. I believe one of the examples given as to what would not be reasonable was someone alone in a landlocked barren wasteland suddenly learning the shiphandling skill. I'll also add that characters don't require GM awarded points to advance in that game either; it's possible to gain skills through study as well by having your character seek out a means of learning something. An example given in one of the books is a character going on a quest to find a martial arts master from whom he could learn a legendary fighting technique. In either case, the GM is free to completely ignore either of these and rule that things work at his table any way he pleases. I personally feel they work pretty well as is, and function as a way to reward rp which makes sense in the context of the game. Likewise, it also (like the previously mentioned Pendragon) allows for characters to choose personality traits. It fits together pretty well. [/QUOTE]
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