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So 5 Intelligence Huh
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<blockquote data-quote="dennis_johnjoe" data-source="post: 6845081" data-attributes="member: 6801489"><p>Anyone can try and pick a lock in D&D but it's likely that the rogue will have the best chance to beat it. Most parties will have their most charismatic character do the talking to the important NPC. </p><p></p><p>But there's a difference between the two examples. The player of the rogue doesn't have to know the first thing about lock picking. The player with the 18 charisma bard may well put his foot in it with the barbarian chief or mumble haplessly. I've seen the charisma dump stat character step in to rescue the situation before. Is this wrong?</p><p></p><p>Should the DM intervene? 'I don't think you should take this line with this guy - just a suggestion'.</p><p></p><p>I guess it depends on how you roleplay it. Some people speak their characters as an acted part. Others would just say 'look, I'm just going to sweet talk this guy, ok? and I'm pretty convincing according to my character sheet.'</p><p></p><p>So, intelligence. I think in individual 'puzzle' situations that need an analytical mind, this should be a chance for the high int character to shine, just like the rogue with her thieves tools. It's how the DM presents it that's important. I'm not one for inserting 'real world' puzzles into my games (I'm no good at them anyway!) but if a set of runes unlocked some sort of door I'd keep the details as clear or murky as the roll required:</p><p></p><p>Fred the fighter examines the door and rolls predictably badly - "various runes are scratched into the dials, you have no idea what any of them mean."</p><p></p><p>Warren the wizard examines the door and does better-</p><p>"It looks like an ancient form of elvish writing that corresponds to day, month and year in the old eleven calendar on each dial."</p><p></p><p>Warren, "OK guys, how about we start by putting in that date we found in the old journal?"</p><p></p><p>In my experience, every group I've ever role played with has put forward the character most likely to succeed to achieve a specific task. The ranger guides, the rogue picks locks/finds traps, the fighters hit bad guys, the clerics heal - that's D&D! The Int 5 guy won't get put forward to do this stuff - someone else will almost certainly be better at it, and it's their time to shine. </p><p></p><p>But I do think that overall discussion that occurs regarding the plot and what's happening is something for everyone to get involved with and anyone can have an opinion. If I was the int 5 character and thought 'hey, this all points to old man Withers up at the farm!' I wouldn't just sit on it.</p><p></p><p>One last thing, the door into Moria was puzzled over by Gandalf for ages before Frodo worked it out. [emoji6]</p></blockquote><p></p>
[QUOTE="dennis_johnjoe, post: 6845081, member: 6801489"] Anyone can try and pick a lock in D&D but it's likely that the rogue will have the best chance to beat it. Most parties will have their most charismatic character do the talking to the important NPC. But there's a difference between the two examples. The player of the rogue doesn't have to know the first thing about lock picking. The player with the 18 charisma bard may well put his foot in it with the barbarian chief or mumble haplessly. I've seen the charisma dump stat character step in to rescue the situation before. Is this wrong? Should the DM intervene? 'I don't think you should take this line with this guy - just a suggestion'. I guess it depends on how you roleplay it. Some people speak their characters as an acted part. Others would just say 'look, I'm just going to sweet talk this guy, ok? and I'm pretty convincing according to my character sheet.' So, intelligence. I think in individual 'puzzle' situations that need an analytical mind, this should be a chance for the high int character to shine, just like the rogue with her thieves tools. It's how the DM presents it that's important. I'm not one for inserting 'real world' puzzles into my games (I'm no good at them anyway!) but if a set of runes unlocked some sort of door I'd keep the details as clear or murky as the roll required: Fred the fighter examines the door and rolls predictably badly - "various runes are scratched into the dials, you have no idea what any of them mean." Warren the wizard examines the door and does better- "It looks like an ancient form of elvish writing that corresponds to day, month and year in the old eleven calendar on each dial." Warren, "OK guys, how about we start by putting in that date we found in the old journal?" In my experience, every group I've ever role played with has put forward the character most likely to succeed to achieve a specific task. The ranger guides, the rogue picks locks/finds traps, the fighters hit bad guys, the clerics heal - that's D&D! The Int 5 guy won't get put forward to do this stuff - someone else will almost certainly be better at it, and it's their time to shine. But I do think that overall discussion that occurs regarding the plot and what's happening is something for everyone to get involved with and anyone can have an opinion. If I was the int 5 character and thought 'hey, this all points to old man Withers up at the farm!' I wouldn't just sit on it. One last thing, the door into Moria was puzzled over by Gandalf for ages before Frodo worked it out. [emoji6] [/QUOTE]
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