Mishihari Lord
First Post
The Sigil said:Disagree. A *player* with, say, a 15 Intelligence should not play his 3 Intelligence barbarian CHARACTER as a master tactician. Conversely, a player with a 3 Intelligence playing an 18-Intelligence wizard should not make repeated uninformed decisions.
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There needs to be some sort of interact between a player's smarts and a character's smarts, but if you let the players' Intelligence substitute for the characters' Intelligence, Int becomes a "dump stat by and large. Someone mentioned this in a paladin thread, but as a DM, you need to marry the character's attributes to the right answer. This is the classic example of ability score checks.
If the player is a brilliant tactician, but the character is dumb as a box of rocks, the player should have to have the character succeed an Intelligence/Wisdom check (possibly both) before he is allowed to present the tactics. Similarly, when the player is playing a high-Int/Wis character but can't come up with the solution, you as the DM need to ALREADY KNOW THE RIGHT ANSWER and if he can come up with an Int/Wis ability check, YOU SHOULD GIVE HIM THE ANSWER.
In my experience, aligning a character's actions with his Int & Wis is very difficult to do well. Figuring something out and not being able to do it because your Int is too low is very frustrating. It may make for high fidelity roleplaying, but it's not much fun.
Having the DM give you the answers can be just as bad. If the DM is telling you that as an experienced tactician you think you should do thus-and-so, then he's playing your character for you. Evaluating the situation and your options and choosing an action is the only thing a player gets to do. If you tell him what his actions should be you're taking that away from him. "Do this." "Okay" "Do that." "Okay" The DM might as well just resolve the combat himself and tell the players how it turned out. Sure you can choose to ignore the DM, but who would do that when it will surely lead to failure?
Giving skilled characters additional informaiton is an acceptable alternative. "From their formation, it looks like the group of orcs is getting ready to attack to the left." or "The look in their eye tells you that they'll break and run if they're attacked again" work. In these cases you're giving the player more information to make the decision, but you're not telling him the answer.
The Sigil said:Some players enjoy using their own minds. If they do, use your method.
We all enjoy using our own minds to some extent. The key to tackling this issue well is to know what your characters like to do and structure the game accordingly. Set things up so that the players make the decisions they want to make and gloss over the rest with dice-rolling and narrative.
The Sigil said:If they don't, or if they can't stomach the fact that their 22-Int, 22-Wis guy can't figure out a simple riddle just because they can't (which DOES strain suspension of disbelief), you really need to start going the ability check route and preparing yourself to give them the answers. D&D isn't "stump the players" - it's "have fun."
"The smart character is stumped" isn't a problem with me. I've known plenty of really smart guys who aren't particularly good at riddles. I don't think the stats model this well. A riddle skill would be much better.