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Smart vs. Intelligence and Combatless Roleplaying Sessions

I haven't read the whole thread so far, but I felt a need to comment on some of the stuff from the first page.

If the DM presents a puzzle and your first thought is to roll the dice and expect an answer to be handed to you if you roll high enough, I don't want to play in your games because I'd be bored out of my skull.

Dice rolls for charisma and intelligence skills aren't and shouldn't be, in my opinion, substitutes for the player roleplaying and thinking on their own respectively. You roll high on the dice I'll provide you with hints to a puzzle, but I'm not handing out answers on a silver platter. Dice aren't substitutes for actually acting out as your character. Social skills for the character are a combination of actual RP by the player and the dice rolls, with the impact of one modifying the other.
 

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As previously stated, what you have listed is mechanics set aside to aleviate character /world interaction that no other logical method can aleviate. For instance, you can not kill a orc and whereas initiative is not whom is fasted (its whose instinct is quicker) running a race would be too distractive in most campaigns. However, having a character solve an in game puzzle is very much easily done as previously stated by myself and others. It also takes up far less time than combat. From the first adventures in the late 70s there have always been dungeon rooms trapped and locked by different means. My statement is that they are just as much apart of the game as combat. What it seems like you're saying is that it is illogical for puzzles to be in the game.

It is. Because making a player solve a puzzle is not playing a role. Putting a puzzle in the game is, for many campaigns "too distractive." Having a player solve a puzzle is not nessecarily easily done. It is only easy for the right types of players, and even when it is easy, it is still disruptive of playing a role. It can take up FAR more time than combat -- entire sessions have been lost to puzzles and mindgames, whereas a combat can be over in a handful of minutes if it is a minor one.

From your example, it sounds like dungeons and dragons is a combat oriented game based solely on the mechanics. You even go as far as to equate role playing to roll playing.

Doing a puzzle isn't role playing. It's removed from role playing. It is cerebral and intellectual and helps your LSATs, but it ain't playing a role. D&D doesn't have to be combat oriented, but I think you'll find the core rulebooks support a decent amount of combat, so making it less so would likely involve some new kinds of rules.

Say Ugh goes into a room in the room Ugh sees three symbols , which is elven for the letters "r", "b" and "g". Ugh walks into the next room and after searching the room finds three orbs a red one a blue one and a green one. Are you saying that the player of ugh should roll a d20 to figure it out because it is too much of a stretch for the player as ugh could never come up with hte solution. Even if Ugh is an intelligence of 6 it is very likely that he could figure this out.

Most of this is up to interpretation. Maybe Ugh could figure it out with an Int of 6. Maybe he couldn't figure it out with an Int of 600 ("r b and g are obviously codes in the long-forgotten tongue of the ancients to whome color was a foriegn concept, and thus the elimination of all color is the only goal to see here, but because black is the *absorbtion* of all color, obviously all these orbs must be painted white!"). A roll does realistically determine this chance. If, you know, it makes sense for such a thing to exist in the world in the first place (which is quite hard to justify in most campaigns).

Or, say the party comes upon a murder, are you saying that it is ok to roll a int check to pull a sherlock holmes and automatically deduce from all the evidence the killer.

Sure. If a character spent rescources on being a Sherlock Holmes (levels in bard, specializing in divining magic, skill focus in Knowledge (elementary)) it is completely acceptable to have him make some sort of roll to determine exactly that.

Puzzles, mysteries and riddles allow the character to take on roles just as much as a heavy fighter does. I can use from my example, that I loved Indiana Jones growing up. I've created several type characters and solving a well placed clue provided puzzle is just as fulfilling as killing the vampire. Of course this is a preference. But globally, pertaining to this thread, there was nothing preventing my Indiana Jones type character from breaking roleplaying when he encounters a typical dungeon puzzle. Perhaps this is revelevant to an earlier response that stated that you have to be an experienced dm to come up with good dungeon oriented puzzles.

This isn't true if the PLAYER has to solve the puzzles. If a player who isn't very good at mind games wants to play a clever halfling who is good at riddles, why should he be limited by what he can actually do? If a player wants to have an Indy type of character by just isn't good at solving those clues, how can he have such a character when he has to figure out those clues himself?

If the *character* has to solve the puzzles, that's fine. But then there should be a way for the character to solve the puzzle without nessecarily forcing the player to do the same thing.

Now, I will agree that putting a trig problem in the middle of a series of caveryns is silly, but the orb example i gave is very much likely and similar puzzles , riddles and dungeon rooms can be found in any fantasy novel, movie, or television show.

What it sounds like , is you'd rather skip the puzzle solving part of the game to move on to combat. That's fine. But that is not a reason as to why puzzles deviate from role playing.

Puzzles have their place in the mythos, sure. But like I said, the reader never had to figure out the riddle on the door to Moria. The *characters* did. The book would move forward regardless of what the reader did. Because literature (like cinema) is a passive medium.

A game, however, is active, and a role-playing game is active in the playing of a role (just like a puzzle-solving game is active in the solving of a puzzle). To play that role, it is quite often nessecary for the character to do something that the player cannot -- including solving a puzzle. And when that abstraction becomes destroyed -- when you demand the player find the answer regardless of what the character can do -- it hurts the playing of a role. You're no longer being a fictional being, but being judged by you own capabilities.

In short, the issue isn't the puzzle itself. The issue is making the players solve the puzzle instead of making the characters solve the puzzle.

And as a side note, I wouldn't assume you knew how I played, if I were you. I've had combat-less sessions. I am capable of making mind games, diplomacy, and NPC interaction as valuable and rewarding as combat for my players.
 

ThirdWizard said:
One of my gripes with puzzles is that there is one solution, the DM knows it, and the Players must discover what that solution is to progress.
That's not strictly my experience. There have been a few occasions where we've come up with an answer to the classic 'riddle' puzzle which is not the one in the DM's head and he has let us through, mostly without telling us until the end that we came up with an alternative solution. I agree though that the spirit of the RPG is multiple solutions to everything, and the simple puzzle should try to emulate that.
 

Kamikaze Midget said:
It is. Because making a player solve a puzzle is not playing a role. Putting a puzzle in the game is, for many campaigns "too distractive." Having a player solve a puzzle is not nessecarily easily done. It is only easy for the right types of players, and even when it is easy, it is still disruptive of playing a role. It can take up FAR more time than combat -- entire sessions have been lost to puzzles and mindgames, whereas a combat can be over in a handful of minutes if it is a minor one.

If this be the case, then combat is not role playing as well. There is role playing in combat, but the process is not. Doing the puzzle is the mechanic of your character solving the puzzle in the game. It is no different than dice rolling to settle conflict. If (and this is using your example), solving a puzzle is not role playing, surely rolling dice as a player to figure out what your character is doing is not. However, without the mechanic, the game doesn't work. Puzzles have no set mechanic, outside of solving the puzzle and "pretending" the character solved it. INtelligence and knowledge can be used to produce clues (skills to aid you much similiar to base attack aids combat) but having high skill points in these areas does not automatically make you succeed. To further discuss this first quote of yours, combat isn't easy for people as well. My point is it is apart of the game, and this game, as written, is not solely a hack and slash type game, though it is perfectly alright to argue that hack and slash is fun, do admit that a hack and slash campaign is but an alternative playing version to the real thing.



Doing a puzzle isn't role playing. It's removed from role playing. It is cerebral and intellectual and helps your LSATs, but it ain't playing a role. D&D doesn't have to be combat oriented, but I think you'll find the core rulebooks support a decent amount of combat, so making it less so would likely involve some new kinds of rules.


It is no more intellecutual than combat tactics again. You have still yet to disstingiush hte difference. The core books give many mechanics on combat because it is the most complicated aspect of the game.

Most of this is up to interpretation. Maybe Ugh could figure it out with an Int of 6. Maybe he couldn't figure it out with an Int of 600 ("r b and g are obviously codes in the long-forgotten tongue of the ancients to whome color was a foriegn concept, and thus the elimination of all color is the only goal to see here, but because black is the *absorbtion* of all color, obviously all these orbs must be painted white!"). A roll does realistically determine this chance. If, you know, it makes sense for such a thing to exist in the world in the first place (which is quite hard to justify in most campaigns).
An obstacle is presented in the game ot hinder the player, most of the time , a quick roll is not a challenging obstacle for the player. Then again, I'm the kind of guy whom makes my players find the trigger to the trap, the trap itself and explain reasonably what their using to disarm the trap (with clues 5+ or better).



Sure. If a character spent rescources on being a Sherlock Holmes (levels in bard, specializing in divining magic, skill focus in Knowledge (elementary)) it is completely acceptable to have him make some sort of roll to determine exactly that.
Again, where is the obstacle or challenge at. Also, this forces the DM to role playing the player's character, which, IMO, is lazy role playing. Ironically your argument counters itself. The more times you roll dice in a game the less likely the player is to role play. You don't have to be a thespian or a genuis but ifyou choose to play the game you should at least attempt to role play. The reason I use puzzles is to produce more role playing. Again, the problem with combat mechanics is that it is anti-roleplaying. 30 minutes to represent a minute and a half, hit points, instant healing, dice flying across the table.. however, it is neccessary part of the game. HOwever, you can role playing during combat (and is required in my games) it is still the LEAST role playing of the game. You stop playing the role for a minute and shoot complicated craps to defeat a monster. I'm not putting down combat, but compared to an ingame puzzle, its far less realistic. A properly done in -game puzzle puts the character in the game (especially if you have handouts). Their not looking at some small figure or picture on the laptop or out of a book any more. Their seeing the puzzle as their pcs would see the puzzle. They can interact with it (in the case of the orb I"d find some colored marbles). Puzzles should always have handouts of some sorts.



This isn't true if the PLAYER has to solve the puzzles. If a player who isn't very good at mind games wants to play a clever halfling who is good at riddles, why should he be limited by what he can actually do? If a player wants to have an Indy type of character by just isn't good at solving those clues, how can he have such a character when he has to figure out those clues himself?

If the *character* has to solve the puzzles, that's fine. But then there should be a way for the character to solve the puzzle without nessecarily forcing the player to do the same thing.
Have the player invest in knowledge skills or charasimatic skills. Sure it helps if the player has some aptitude at this stuff. (and by the way i've never encountered players you described, i think everyone knows how to tell a lie or pretend to be smart). I bet you have several players at your table whom would benefit from a well done puzzle. As previously stated, you have to have clues (no more than 5 no less than 3) ready that require certain checks, and dno't always limit the checks to knowledge. The better the roll you can add to the clue, the key is not to ruin the flavor of the puzzle. For instance, with ugh, I'd probably have a clue around (maybe a knowledge history) to indicate that the elvens were very into colors and sequence.



Puzzles have their place in the mythos, sure. But like I said, the reader never had to figure out the riddle on the door to Moria. The *characters* did. The book would move forward regardless of what the reader did. Because literature (like cinema) is a passive medium.

A game, however, is active, and a role-playing game is active in the playing of a role (just like a puzzle-solving game is active in the solving of a puzzle). To play that role, it is quite often nessecary for the character to do something that the player cannot -- including solving a puzzle. And when that abstraction becomes destroyed -- when you demand the player find the answer regardless of what the character can do -- it hurts the playing of a role. You're no longer being a fictional being, but being judged by you own capabilities.

In short, the issue isn't the puzzle itself. The issue is making the players solve the puzzle instead of making the characters solve the puzzle.

And as a side note, I wouldn't assume you knew how I played, if I were you. I've had combat-less sessions. I am capable of making mind games, diplomacy, and NPC interaction as valuable and rewarding as combat for my players.
I was not accusing, only basing my assumptions off of your answers. You seem to be very much prominent of combat as the defiant moment in dungeons and dragons.

Again the puzzle is no more being solved by the players as the characters are rolling dice in front of the horde of skeletons. It is the mechanic used to solve the in game situation and is far less distracting than combat. Whereas you can stay in character the entire time a puzzle is going on, you are forced to break character in combat everytime you pick up the dice. (else Ugh is sitting in the middle of the room rolling a d20).

Characters have options when attempting a puzzle, but the options should not solve the puzzle no morethan one attack roll would kill a monster.
 

Voadam said:
You disagree that a DM can determine an NPC's reactions? :eek:

I disagree that you can equitably adjudicate my success at influencing the reality of a game world outside of combat as you do my influencing the world inside of combat if you reduce all of my skill points in Bluff to "warm fuzzies" that my character should be convincing. The question is of fidelity of character design and of equity. Combat-oriented characters in your DM-style have a high fidelity. If they are designed to power attack, they roll the dice and they power attack. They have a return on the investment they made in that character design. If they're designed to be exceptional bluffer's, they MAY BE able to be proficient at bluffing, it depends on the player's ability to method act. That's low-fidelity. I'm a gamer, not an actor. I never started DnD to be an actor, I started it to have fun. Most people on these boards agree that a good quality of a DM is ensuring fairness for all players and that their playing provides fun for them. By reducing the fidelity of certain character designs, you are reducing their fairness and the player's fun.

Voadam said:
Two options here.
1 Ignore the social and mental mechanics entirely, in which point putting points there is not mechanically useful.

2 Adjudicate situations by DM judgment and modify based on the character, giving more leeway and better reactions to a player who is playing to the character concept (mechanical and description concepts). This ignores the poor task resolution of the existing 3e social skill system but the numbers retain meaning though it is not as well defined.

Third Option: Adjudicate based on the mechanic providing that the player has provided sufficient detail to advance the plot and determine a resolution DC. If I happen to not be good at immersion in character, I argue that doesn't make me a bad player. That just means its not one of my strengths. As long as I can provide you with sufficient detail of what my character is portraying in the game world, then it shouldn't matter how well my intonations, inflections and other representation of my character's emotions are. My acting of my character's bluff doesn't convince you as you're acting out the NPC? Tough. If the mechanic says it works, you have an obligation as a fair DM to ensure I have as much an opportunity to affect the artificial reality of the game world as munchkin combat player. I am not actually my character and you are not actually the NPC, so whether you believe my bluff is irrelevant.

Voadam said:
You can't, except in the minor way that roleplaying frees you from real world constraints on how you normally act.

Why do characters whose strength scores exceed their players work in your world but characters whose charisma score exceed their player's score not work? How is that equitable.



Voadam said:
I'm not eliminating the possibility of you playing a lying piece of crap.

I have faith that you, or anyone, could play a lying piece of crap.

I'm eliminating you being able to sidestep roleplaying that concept through dice mechanics in my games.

Actually, you are eliminating it if it relies on me being as proficient at "fast-talk", or the ability to rapidly develop a falsehood while it's in progress. Myself, the player, will never have the proficiency in that that a character with 10 ranks in bluff and a 16 CHA SHOULD have. It will never be in par with how effective in your games the character with the entire Cleave feat chain and 16 STR is because you never draw the player's muscular prowess into question


Voadam said:
If a DM is using option 1 and a player doesn't care for the mechanical aspects of say feinting for bluff, then bluff enhancing feats would not be useful and there is no incentive to get such feats. No big deal.

If a DM is using option 2 and considering the character mechanics though not using the task resolution of the social skills in the RAW then feats like skill focus are more indicators for the DM to consider as he makes his judgments. There is still an incentive to take such a feat, but it is not as easy to measure mechanically against combat ones such as power attack. The marginal difference between maxing out a skill and maxing it out and taking a skill focus in it might not be noticeable, or it might. Not a big deal again.

If DM believes there are only options 1 and 2, it is a big deal because he is not being equitable to the players who feel option 3 is fair to them.
 

Dr. Awkward said:
...the latter of which would encourage charismatic players to put their skill and ability score points into things other than Charisma and Charisma-based skills. Since it's they, and not their characters, that will be doing all the negotiating and intimidating, and die-rolling is optional, there's no reason to build a charismatic character.



I disagree completely. If I can't intimidate a flea, and the DM demands that I be intimidating in order to use the skill I bought using valuable skill points, I'm going to be plenty cheesed off. Dave the Barbarian is a scary guy, but I'm not. I can say "Dave goes 'Grr' at his foes and stares them down in a frightening manner, saying something unpleasant involving his axe and their soft bits," but I can't reasonably be expected to deliver an intimidating monologue. The game mechanic determines what Dave can accomplish. Any acting on my part is simply icing on the cake. If I happen to be playing a patently uncharismatic character, but I'm charismatic IRL, and use my charisma to talk my way through encounters, I'm cheating. I'm gaining an unfair advantage over the people who spent their skill points on Charisma-based skills.

Quoted for truth
 

DamionW said:
Quoted for truth
I believe if you are going to use the charisma based skills you have to put more effort into it. If you want to method act you can method act ( have an actor in one of my games), however, the pc should at least explain how he is lying. By the way actors in 18th century Europe (and previously) were also called role players because they played roles. Thus role playing is in a sense acting. To say I dont want to be an actor but I want to role play is like saying I do not like being a singer but I enjoy putting getting on stage and belting out tunes. It might not be professional but you're still doing it. In other words we all act out in some way when we're role playing. Even the hack and slashers.

Scenerio:
The pcs are attempting to gain access in an exclusive bar. They figure the bouncer as not too too bright so they attempt to bluff themselves in.

Method Actor(high role player)- acts out the scene with the dm. -- This is my favorite way as it stays within the game.

Lazy Role player (lazy)- "I Bluff". Rolls dice. "i score a 23 do I bluff him?"
dm "what do you say"
Lazy player "I rolled a 23"

Basic Role player- "I'm going to try to bluff the bouncer into believing that we are with the city inspectors and it is best if he let us in else we'll bring the city guards through. "
DM "ok tell me what you say exactly and roll me a bluff sweet roll me a bluff"

I don't expect acting but I do expect the player to make an effort to role play. I have no intention in getting into a dice rolling competition. I do that because I need to know what the player says. The charisma based skills are IMO a roll to determine how well you convince the person of your tone. You can say the same thing three different ways and each way can be a bluff, diplomacy or intimidate. /But all it does is convince tone. The player has to figure out what is being said.
 

DonTadow said:
Have the player invest in knowledge skills or charasimatic skills. Sure it helps if the player has some aptitude at this stuff. (and by the way i've never encountered players you described, i think everyone knows how to tell a lie or pretend to be smart).

One of my most recent campaigns had as one of the four players a guy running a "face" character who was very good at most social skills and had the high charisma. The player, however, lacked almost all of those in any noticeable quantity or quality.

Being the "smooth talker" or "negotiator" was key to his character and so we did roleplay numerous scenes. Some of them were literally painful for the other players to watch, especially early on when i roleplayed out the details. Sitting and watching the obvious openings I had the NPCs leave and watch the character "who should get it" just not "get it" and so scenes drag on like watching a blind man try to win at darts with players literally squirming, actually squirming, in their seats WAS NOT FUN. Well, mostly not fun.

Once i realized the "aptitude gap" 'twixt player and character, i did indeed move to having him do EXACTLY what he does in most "skill checks"... tell me what your character wants to do and roll dice. if we dialog a scene, I realize that the words coming out of the player's mouth are NOT the words coming out of the character's mouth, they are the gist, they are the "what he is trying to get across" but the actual words the PC uses are those of a better spoken man.

Things went much better.

I don't insist the dwarven fighter tell me how he is swigning his sword or the thief tell me how he is disabling the lock, or the mage explain his incantations to me...


If the dialog or instructions or choices are very good, the use of a circumstantial bonus is cool and frequently used by me.
 

DonTadow said:
Lazy Role player (lazy)- "I Bluff". Rolls dice. "i score a 23 do I bluff him?"
dm "what do you say"
Lazy player "I rolled a 23"

Nobody does this. The least that anyone does is this:
Basic Role player- "I'm going to try to bluff the bouncer into believing that we are with the city inspectors and it is best if he let us in else we'll bring the city guards through. "

Why? Because "I bluff" doesn't mean anything. In order to lie, you need to lie about something. "I tell him they're not the droids they're looking for" contains some content. It's a lie about a situation that involves an NPC. But "I bluff" isn't even an action. The very least you can use the skill for is "I use the Bluff skill to convince him that...", or at the very, very least "I use the Bluff skill to feint". If the DM isn't given any idea of what your bluff is, he can't very well be expected to tell you whether they believe it. That's just simple common sense, and everyone understands it, even the strawman gamer.

What you're telling me is that you're satisfied with bare-minimum role-playing, because your Basic Role-player above is the bare minimum, and nobody gets any worse than that without having a few things wrong with them.
 

Dr. Awkward said:
Nobody does this. The least that anyone does is this:


Why? Because "I bluff" doesn't mean anything. In order to lie, you need to lie about something. "I tell him they're not the droids they're looking for" contains some content. It's a lie about a situation that involves an NPC. But "I bluff" isn't even an action. The very least you can use the skill for is "I use the Bluff skill to convince him that...", or at the very, very least "I use the Bluff skill to feint". If the DM isn't given any idea of what your bluff is, he can't very well be expected to tell you whether they believe it. That's just simple common sense, and everyone understands it, even the strawman gamer.

What you're telling me is that you're satisfied with bare-minimum role-playing, because your Basic Role-player above is the bare minimum, and nobody gets any worse than that without having a few things wrong with them.
Wow you'd get a laugh out of my experiences. I've had over a dozen players in campaigns, conventions and one shots do this. A lot of people believe that that the bluff skill means the character automatically bluffs the guard and the character knows how to lie so he says a good lie. They expect the dm to handle the details.

BTW I don't condone the lazy gamer, i was using it as an example of how some gamers do not even try to role play. They figure that their stats are good enough and thats what they go off of. If one of my gamers in MY campaign tried this I"d fail him every time. I don't do role play work for pcs.
 

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