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So 5 Intelligence Huh
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<blockquote data-quote="iserith" data-source="post: 6844635" data-attributes="member: 97077"><p>I treat my regular players and new or one-off players the same in this regard. I endeavor not to assume as much as possible.</p><p></p><p></p><p></p><p>The rule at my table is that if you attempt to harm or hinder another player's character, the player of that character narrates the result. This both preserves the ability to freely make action declarations while ensuring that any conflict that arises is agreed upon by the players involved.</p><p></p><p>Even so, I honestly can't remember the last time this came into play. Players just don't try to prevent other players from taking action in my games. I work at creating an environment where players accept and build on each other's ideas rather than get into conflict. So if the party's dim-witted fighter reached for the dials on the door, we might see the party readying themselves for potential consequences of failure, but not trying to stop the fighter.</p><p></p><p></p><p></p><p>Doesn't requiring a check remove a measure of the player's decision making from the equation? You're basically saying "Solving this puzzle has an uncertain outcome no matter what." I suppose it addresses whatever issues you have with players making action declarations you think aren't in keeping with whatever you believe a low Intelligence means, but it creates other issues in my view.</p><p></p><p></p><p></p><p>You can see the kinds of puzzles I present to my players in this short-form scenario I posted: <a href="http://www.enworld.org/forum/showthread.php?419178-The-Snow-Job-An-Eberron-Heist-Scenario" target="_blank">The Snow Job</a>. Check out The Lift and The Vault. There's three of them there all together. None of them require Intelligence checks. They may just arise, however, depending on what actions the players declare e.g. trying to recall what Lord Morrikan looks like or what the names of the four dwarven houses are.</p></blockquote><p></p>
[QUOTE="iserith, post: 6844635, member: 97077"] I treat my regular players and new or one-off players the same in this regard. I endeavor not to assume as much as possible. The rule at my table is that if you attempt to harm or hinder another player's character, the player of that character narrates the result. This both preserves the ability to freely make action declarations while ensuring that any conflict that arises is agreed upon by the players involved. Even so, I honestly can't remember the last time this came into play. Players just don't try to prevent other players from taking action in my games. I work at creating an environment where players accept and build on each other's ideas rather than get into conflict. So if the party's dim-witted fighter reached for the dials on the door, we might see the party readying themselves for potential consequences of failure, but not trying to stop the fighter. Doesn't requiring a check remove a measure of the player's decision making from the equation? You're basically saying "Solving this puzzle has an uncertain outcome no matter what." I suppose it addresses whatever issues you have with players making action declarations you think aren't in keeping with whatever you believe a low Intelligence means, but it creates other issues in my view. You can see the kinds of puzzles I present to my players in this short-form scenario I posted: [URL="http://www.enworld.org/forum/showthread.php?419178-The-Snow-Job-An-Eberron-Heist-Scenario"]The Snow Job[/URL]. Check out The Lift and The Vault. There's three of them there all together. None of them require Intelligence checks. They may just arise, however, depending on what actions the players declare e.g. trying to recall what Lord Morrikan looks like or what the names of the four dwarven houses are. [/QUOTE]
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