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Should stats have any bearing on roleplay?
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<blockquote data-quote="Umbran" data-source="post: 5479390" data-attributes="member: 177"><p>So, why did you use it? If you've got a smart player playing a dumb character, it's problematic. If you don't have a really observant math geek, it is also problematic. Sounds to me like a bad design choice to begin with. </p><p></p><p>The issue here is that in the situation described, the puzzle is a challenge for the players, not for the characters. If the problem is that a player isn't playing the stats, you could work to change the player. Or, the GM could just structure things such that in the end, the challenge is more for the characters than the players. </p><p></p><p>I am saying some structures may not be appropriate for your group if the players don't role-play their stats strongly. If you've got a smart player who thought he could use Int as a dump stat, don't give them (many) puzzles that solve entire situations on their own in the first place. </p><p></p><p>While the idea works in most systems, I'll use 4e terms: Don't just hand the players a puzzle. Put them in a skill challenge in which the players solving the puzzle gives them a bonus.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5479390, member: 177"] So, why did you use it? If you've got a smart player playing a dumb character, it's problematic. If you don't have a really observant math geek, it is also problematic. Sounds to me like a bad design choice to begin with. The issue here is that in the situation described, the puzzle is a challenge for the players, not for the characters. If the problem is that a player isn't playing the stats, you could work to change the player. Or, the GM could just structure things such that in the end, the challenge is more for the characters than the players. I am saying some structures may not be appropriate for your group if the players don't role-play their stats strongly. If you've got a smart player who thought he could use Int as a dump stat, don't give them (many) puzzles that solve entire situations on their own in the first place. While the idea works in most systems, I'll use 4e terms: Don't just hand the players a puzzle. Put them in a skill challenge in which the players solving the puzzle gives them a bonus. [/QUOTE]
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Should stats have any bearing on roleplay?
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