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General Tabletop Discussion
*TTRPGs General
Should strong players have an advantage?
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<blockquote data-quote="I'm A Banana" data-source="post: 5748071" data-attributes="member: 2067"><p>Riddles, in my games, fall under the purview of Intelligence checks. Heck, I've gone so far as to occasionally add a "Cleverness" skill keyed off of INT used to solve riddles, connect clues, and basically solve SAT test questions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Of course, you could use other skills. Any "knowledge" skill (Religion, Nature, Dungeoneering, History, Streetwise, Percpetion, Insight, etc.) works well in this capacity, and spreads it out over more ability scores, giving more characters a chance to know it (the Sphinx's riddle, for instance, might be governed by Nature, in which case a dull barbarian who knows his flanks from his hindquarters might have a decent chance to puzzle it out!). </p><p></p><p>Charming lines of poetry are handled by Charisma checks. Even without a Perform skill, there's Diplomacy, Bluff, and Intimidate -- all of which can be used to seduce a target in different ways. </p><p></p><p>Just because you've read some ancient greek myths doesn't mean your character has. Of course, to enhance immersion, I'd probably try to come up with a riddle that the table hasn't heard before, and give hints to those who make the right skill checks, but even if someone HAD heard it, or figures it out easily, they can't just answer. Their character needs to do it. It doesn't matter if they do it or not.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5748071, member: 2067"] Riddles, in my games, fall under the purview of Intelligence checks. Heck, I've gone so far as to occasionally add a "Cleverness" skill keyed off of INT used to solve riddles, connect clues, and basically solve SAT test questions. ;) Of course, you could use other skills. Any "knowledge" skill (Religion, Nature, Dungeoneering, History, Streetwise, Percpetion, Insight, etc.) works well in this capacity, and spreads it out over more ability scores, giving more characters a chance to know it (the Sphinx's riddle, for instance, might be governed by Nature, in which case a dull barbarian who knows his flanks from his hindquarters might have a decent chance to puzzle it out!). Charming lines of poetry are handled by Charisma checks. Even without a Perform skill, there's Diplomacy, Bluff, and Intimidate -- all of which can be used to seduce a target in different ways. Just because you've read some ancient greek myths doesn't mean your character has. Of course, to enhance immersion, I'd probably try to come up with a riddle that the table hasn't heard before, and give hints to those who make the right skill checks, but even if someone HAD heard it, or figures it out easily, they can't just answer. Their character needs to do it. It doesn't matter if they do it or not. [/QUOTE]
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Should strong players have an advantage?
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