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Skill Challenges: Please stop
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<blockquote data-quote="That Darn DM" data-source="post: 5476144" data-attributes="member: 6671049"><p>"Clever" is more critical on the player than the task. It isn't about the character being a clever person, but the player being a clever participant. </p><p></p><p>A tribe of barbarians is not without the most basic forms of technology (not space-age and such. Technology as in the most original term. Such as apes using plants and sticks to get ants out of antmounds. This is a form of technology.), a barbarian shouldn't be rewarded, in my mind, for merely saying "I use my raw strength to pull the tree out of the ground".</p><p></p><p>That's a knee-jerk reaction and merely a roll. But should a player inquire about a digging utensil or use her magic sword to push the tree out of the ground via leverage, that's being clever. Using simple and basic forms.</p><p></p><p>I suppose, one could argue that the Barbarian, if of simple mind, would not use this method and that the "role-playing" takes priority, but the action described is neanderthal level. Heck, surprising to me is that two of the most famous barbarians, Conan and Tarzan, are well known for being quite crafty. I am speaking about the books of Robert E. Howard and Edgar Rice Burroughs, respectively. (Although, Conan was more a Rogue/Thief than a Barbarian. That's me rambling and discrediting myself at the same time.)</p><p></p><p>And yet, I'm plagued with the idea of "what if?". If the Barbarian was tearing the stump out of the ground as a show of strength to put the fear of death in a evil henchman for information. Yes, that's clever. If the Barbarian tore the stump out of the ground to create a hiding place and to put the tree back somehow, that's clever. </p><p></p><p>Simply put: "Clever" is in the application of the players using the characters, not how the characters act.</p><p></p><p>EDIT: Oh! And reward does not mean success. I mean reward as in a +2 to the roll or Ad-Hoc XP bonus. Success can always be gained by the character's innate skill, but rewards and greater chance of success ought to be handed out when the player thinks.</p></blockquote><p></p>
[QUOTE="That Darn DM, post: 5476144, member: 6671049"] "Clever" is more critical on the player than the task. It isn't about the character being a clever person, but the player being a clever participant. A tribe of barbarians is not without the most basic forms of technology (not space-age and such. Technology as in the most original term. Such as apes using plants and sticks to get ants out of antmounds. This is a form of technology.), a barbarian shouldn't be rewarded, in my mind, for merely saying "I use my raw strength to pull the tree out of the ground". That's a knee-jerk reaction and merely a roll. But should a player inquire about a digging utensil or use her magic sword to push the tree out of the ground via leverage, that's being clever. Using simple and basic forms. I suppose, one could argue that the Barbarian, if of simple mind, would not use this method and that the "role-playing" takes priority, but the action described is neanderthal level. Heck, surprising to me is that two of the most famous barbarians, Conan and Tarzan, are well known for being quite crafty. I am speaking about the books of Robert E. Howard and Edgar Rice Burroughs, respectively. (Although, Conan was more a Rogue/Thief than a Barbarian. That's me rambling and discrediting myself at the same time.) And yet, I'm plagued with the idea of "what if?". If the Barbarian was tearing the stump out of the ground as a show of strength to put the fear of death in a evil henchman for information. Yes, that's clever. If the Barbarian tore the stump out of the ground to create a hiding place and to put the tree back somehow, that's clever. Simply put: "Clever" is in the application of the players using the characters, not how the characters act. EDIT: Oh! And reward does not mean success. I mean reward as in a +2 to the roll or Ad-Hoc XP bonus. Success can always be gained by the character's innate skill, but rewards and greater chance of success ought to be handed out when the player thinks. [/QUOTE]
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