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*TTRPGs General
Should stats have any bearing on roleplay?
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<blockquote data-quote="Umbran" data-source="post: 5479660" data-attributes="member: 177"><p>Yes, and with what I'm saying, if he does so someone in the party gets a +2 on a die roll or something.  Big whoop.  Like this is a disaster or tragedy or otherwise breaks the game?  </p><p></p><p>Honestly, don't you want the skill check in there anyway, just in case none of the players happens to think of the Fibonacci sequence? Or are you just going to dead-end them on that route because they don't have math they haven't used in years in their heads that night?</p><p></p><p>Did you drop this puzzle into the middle of a situation where there's nothing else to do?  You maybe expect the players of not-so-bright characters to sit there, bored, because it isn't in-character for them to have input?  How about the players at the table who aren't mathematicians -  you figure they get to cool their heels too for a while, too?  Why isn't there a bunch of goblins to fight off while the smart characters are busy with the puzzle?  </p><p></p><p>See what I mean?  The flat, "puzzle for the players representing something the characters work through" is classic, but it has definite problems as a design, in general.  Don't blame the players for the problem when the design's not too hot to begin with.  If you want to use player-puzzles, you probably ought to be doing things that mitigate the problem in the first place.</p><p></p><p></p><p></p><p>My point is that you can make it a small bell to start with, so that the fact that he rang it isn't that big a deal.</p><p></p><p>I should add - this might remove much of the guy's incentive to violate the character stats, because it reduces the payoff for him.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5479660, member: 177"] Yes, and with what I'm saying, if he does so someone in the party gets a +2 on a die roll or something. Big whoop. Like this is a disaster or tragedy or otherwise breaks the game? Honestly, don't you want the skill check in there anyway, just in case none of the players happens to think of the Fibonacci sequence? Or are you just going to dead-end them on that route because they don't have math they haven't used in years in their heads that night? Did you drop this puzzle into the middle of a situation where there's nothing else to do? You maybe expect the players of not-so-bright characters to sit there, bored, because it isn't in-character for them to have input? How about the players at the table who aren't mathematicians - you figure they get to cool their heels too for a while, too? Why isn't there a bunch of goblins to fight off while the smart characters are busy with the puzzle? See what I mean? The flat, "puzzle for the players representing something the characters work through" is classic, but it has definite problems as a design, in general. Don't blame the players for the problem when the design's not too hot to begin with. If you want to use player-puzzles, you probably ought to be doing things that mitigate the problem in the first place. My point is that you can make it a small bell to start with, so that the fact that he rang it isn't that big a deal. I should add - this might remove much of the guy's incentive to violate the character stats, because it reduces the payoff for him. [/QUOTE]
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Should stats have any bearing on roleplay?
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