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<blockquote data-quote="Oofta" data-source="post: 7534194" data-attributes="member: 6801845"><p>This thread seems to have a few undercurrents.</p><p></p><p>First is the fact that the OP thinks the barbarian should pay a price for low mental ability scores. Fair enough. That's easy to do by having saving throws that target those stats on a somewhat regular basis. You can also throw other skill checks their way - trap them in a room with a puzzle or have those ninjas walk up to him and attack with advantage because he can never see them for example.</p><p></p><p>However ... why do you feel the need to punish a player for their decision? Do you go out of your way to make sure the wizard pays a price for their low strength, or the cleric for their low dexterity?</p><p></p><p>Even in a dungeon crawl oriented game, in my experience there are ways to challenge characters without resorting to telling them what they think.</p><p></p><p>A related topic is how to handle a smart (or charismatic) player running an unintelligent or un-charismatic character. That is tougher. If Bob is running a BDF (big dumb fighter) but is really intelligent and Joe (who is a nice guy but not particularly bright) plays the genius wizard, how much to you let make tactical decisions, especially when it's a group decision?</p><p></p><p>When I'm DMing if Bob's BDF PC does something incredibly intelligent for their own action without having a chance to discuss with the group, I'll sometimes ask for a roll. </p><p></p><p>But if the group is discussing strategy and Bob makes a suggestion that the group agrees with, I'll allow it because frankly Joe isn't as smart as his character.</p><p></p><p>Same way with charisma-based checks. If someone quiet is playing a charismatic PC, I'll ask if they want to contribute and let them do the charisma check instead of the half-orc played by the charismatic player. I'll also try to encourage them to speak up more, but I don't dictate how my players should have fun.</p><p></p><p>So I agree there are gray areas. To me though, it crosses the line from role playing to roll playing when dice decide how a PC thinks about any external action. What they do may be influenced by multiple things, but why they do something is up to the player.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7534194, member: 6801845"] This thread seems to have a few undercurrents. First is the fact that the OP thinks the barbarian should pay a price for low mental ability scores. Fair enough. That's easy to do by having saving throws that target those stats on a somewhat regular basis. You can also throw other skill checks their way - trap them in a room with a puzzle or have those ninjas walk up to him and attack with advantage because he can never see them for example. However ... why do you feel the need to punish a player for their decision? Do you go out of your way to make sure the wizard pays a price for their low strength, or the cleric for their low dexterity? Even in a dungeon crawl oriented game, in my experience there are ways to challenge characters without resorting to telling them what they think. A related topic is how to handle a smart (or charismatic) player running an unintelligent or un-charismatic character. That is tougher. If Bob is running a BDF (big dumb fighter) but is really intelligent and Joe (who is a nice guy but not particularly bright) plays the genius wizard, how much to you let make tactical decisions, especially when it's a group decision? When I'm DMing if Bob's BDF PC does something incredibly intelligent for their own action without having a chance to discuss with the group, I'll sometimes ask for a roll. But if the group is discussing strategy and Bob makes a suggestion that the group agrees with, I'll allow it because frankly Joe isn't as smart as his character. Same way with charisma-based checks. If someone quiet is playing a charismatic PC, I'll ask if they want to contribute and let them do the charisma check instead of the half-orc played by the charismatic player. I'll also try to encourage them to speak up more, but I don't dictate how my players should have fun. So I agree there are gray areas. To me though, it crosses the line from role playing to roll playing when dice decide how a PC thinks about any external action. What they do may be influenced by multiple things, but why they do something is up to the player. [/QUOTE]
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