G
Guest 6801328
Guest
At least now we know what Charisma 5 looks like.
/thread
At least now we know what Charisma 5 looks like.
At least now we know what Charisma 5 looks like.
That's not actually true. In some threads on fighting, for instance, the views of active or former soldiers, or martial arts practitioners, are appropriately accorded greater weight than (say) my views - given that I have never been a soldier, nor practised any form of martial arts.An Appeal to Authority fails on its face. What you do is irrelevant.
I think commenting on this will be enough.2. having or exercising reason, sound judgment, or good sense
<snip>
The stupid PC has exercised reason and possibly sound judgment and good sense (we don't know because there are no specifics). You can choose an action that runs contrary to your goals and still have it based on good judgment or good sense, but it just didn't work out as planned. The stupid person can easily be rational with his actions by this definition.
Almost by definition, a person who acts stupidly has failed to exercise reason, sound judgement or good sense. That's what it means to act stupidly.
the whole game is a mental challenge. That is inherent in it being the sort of activity that it is. Playing the game means thinking about who is a friend and who an enemy; whether to move left or right in combat; how to allocate various resources (eg X/rest abilities); whether to rest or move on; etc.
Participating in the game means thinking about these matters, and making sensible choices - or in a party-based game like D&D, helping the group as a whole arrive at a sensible choice. Expecting or demanding that the player of the 5 INT character to argue for irrational choices in these respects is, in my view, unreasonable. (If the player wants to play that way on his/her own motion, that's his/her prerogative.)
If the rules of the game didn't want you to roleplay your characters or engage in such activities, they wouldn't make it possible to have a stupid PC and call itself a roleplaying game.At post 803 I elaborated, in response to a question about "playing a dumb character", that
If your PC's goal is X, and you declare an action that will thwart X, then that action is irrational. If you, as a player, choose to play that way then - subject to the usual caveats about social contract, table harmony etc - that is your prerogative. But I don't think the rules of the game oblige or even expect you to make such irrational action declarations.
In other words, I was saying that a stupid character is characterised by making irrational decisions - ie ones that are contrary to the decisions that character has reason to make; or, to use the language of dictionary.com, decisions that are lacking in reason, sound judgement, or good sense. And I was denying, and continue to deny, that the rules of the game oblige or event expect players of low INT PCs to make action declarations that are irrational in this sense.
Instead of a pointless detour down a dead-end semantic pathway, it might be more profitable for this thread if you were to engage my claim about what the game rules expect or demand of players.
In that spirit, I ask: how do you think it improves the game to have a PC whose player is obliged to declare, as actions for his/her PC, actions that will thwart or at least impede the PC and the party in the attainment of their goals? If this is what you mean by good roleplaying, what is it that makes it good?
A player who role-plays to his flaw may take actions that are less than optimal for himself or the party (and possibly even be rewarded with Inspiration for doing so) but even so, the rules don't force him to do that. If he does it occasionally to make the game more entertaining for the others, then that could be classed as "good". If he does it perversely, however, if he chooses a flaw that, in effect, says "I invariably make stupid decisions", to justify in his own mind actions that make the game less entertaining for the others (the "it's what my character would do" defence) then he's just being a jerk.In that spirit, I ask: how do you think it improves the game to have a PC whose player is obliged to declare, as actions for his/her PC, actions that will thwart or at least impede the PC and the party in the attainment of their goals? If this is what you mean by good roleplaying, what is it that makes it good?
I suspect I'm the only published academic philosopher and lawyer still posting in this thread. I'm not that interested in a debate over the usage of the term "irrational", but I'm quite comfortable - especially in the context of a relatively informal and methodologically relaxed discussion - in describing as irrational the actions of a person who thwarts his/her own goals and interests because of his/her ignorance and cognitive inadequacies. The person has a reason - in virtue of those goals/interests - to refrain from Xing, but due to the aforementioned ignorance and cognitive inadequacies nevertheless Xes. Hence s/he acts in a way that does not accord with the reasons that are applicable to her. (And it's just a bad pun to say that because her behaviour is nevertheless capable of explanation, by reference to her stupidty, and therefore can be said to have a reason that underlies it, that therefore there is a reason to act that way.)
Akratic behaviour - ie believing that it would be sensible to do X but not doing X anyway - is one species of irrational behaviour, but not the only one.
Hmmm. So how "should" one play a low intelligence/high wisdom PC? Dumb but insightful? Uneducated but sharp? Say, an outlander barbarian. Lets give him that 5 Intelligence to signify raised by wolves. Never read a learnin' book. The usual stereotype. But what if he has a 16 Wisdom? Keen instincts. Quick witted.
Can he turn that puzzle dial to S?
Hmmm. So how "should" one play a low intelligence/high wisdom PC? Dumb but insightful? Uneducated but sharp? Say, an outlander barbarian. Lets give him that 5 Intelligence to signify raised by wolves. Never read a learnin' book. The usual stereotype. But what if he has a 16 Wisdom? Keen instincts. Quick witted.
Can he turn that puzzle dial to S?