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Smart vs. Intelligence and Combatless Roleplaying Sessions
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<blockquote data-quote="I'm A Banana" data-source="post: 2696152" data-attributes="member: 2067"><p>There can be a roll. Heck, if someone playing a vetran fighter decides on a poor tactic, I might just outright tell them: "Your knowledge and experience fighting orcs lets you know that sending in the halfling wizard to arm wrestle them might not be the best idea." An Intelligence check gives tactical information...Knowledge checks, for instance Knowlede (tactics), Knowledge (dungeoneering), Knowledge (military history)....allowing such characters to make checks is entirely in the realm of possibility.</p><p></p><p>Similarly, if somone played a dimwitted barbarian pawn, I'd be remiss if I didn't say "Hey, analysis of the strength of the beams supporting the floor probably is beyond your limited genius, Ug. Try again."</p><p></p><p>Because the enjoyment of the game, for my players, depends on playing a role, being a character, and interacting with a world. Not on trying to figure out what's going on in my head.</p><p></p><p></p><p></p><p>I'm not sure where I referenced fictional horror movies, buuuuuuuuut....</p><p></p><p>Your reference material is irrelevant. If I make the players figure out a puzzle, I may as well make them run a race to determine initiative, or actually fight each other to determine the outcome of a fight. Abstraction enables imagination, which is where the playing of D&D as a game lies -- it is a game of chance and imagination, primarily not a game of puzzles. You can introduce puzzles if you'd like, just like you can make you players actually pick a lock to pick a lock. Or actually crawl through your house and fight your dog to raid the dungeon. But it's hardly revolutionary to ask that their fictional characters interact with the fictional world in an abstracted sense.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2696152, member: 2067"] There can be a roll. Heck, if someone playing a vetran fighter decides on a poor tactic, I might just outright tell them: "Your knowledge and experience fighting orcs lets you know that sending in the halfling wizard to arm wrestle them might not be the best idea." An Intelligence check gives tactical information...Knowledge checks, for instance Knowlede (tactics), Knowledge (dungeoneering), Knowledge (military history)....allowing such characters to make checks is entirely in the realm of possibility. Similarly, if somone played a dimwitted barbarian pawn, I'd be remiss if I didn't say "Hey, analysis of the strength of the beams supporting the floor probably is beyond your limited genius, Ug. Try again." Because the enjoyment of the game, for my players, depends on playing a role, being a character, and interacting with a world. Not on trying to figure out what's going on in my head. I'm not sure where I referenced fictional horror movies, buuuuuuuuut.... Your reference material is irrelevant. If I make the players figure out a puzzle, I may as well make them run a race to determine initiative, or actually fight each other to determine the outcome of a fight. Abstraction enables imagination, which is where the playing of D&D as a game lies -- it is a game of chance and imagination, primarily not a game of puzzles. You can introduce puzzles if you'd like, just like you can make you players actually pick a lock to pick a lock. Or actually crawl through your house and fight your dog to raid the dungeon. But it's hardly revolutionary to ask that their fictional characters interact with the fictional world in an abstracted sense. [/QUOTE]
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