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So 5 Intelligence Huh
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<blockquote data-quote="pemerton" data-source="post: 6852842" data-attributes="member: 42582"><p>My reading of this is the same as [MENTION=6787503]Hriston[/MENTION]'s - the player is expected to insert him-/herself into the ingame situation, and then engage that situation. So the player does not confront a problem of "how do I roleplay" - because that has already been answered by inserting him-/herself into the situation. But the situation is a problem that has to be solved.</p><p></p><p>What I would add to Gygax, in explicating my preferred RPGing approach, is that <em>if</em> you want the personality/character of the PC to emerge in play, <em>then</em> the resources available to the player, and the permissible moves for the player, should be designed so as to help bring this about.</p><p></p><p>One of the clearest and simplest examples I know of this, from 4e: paladins have an at-will ability called Valiant Strike, which grants a bonus to hit equal to the number of adjacent enemies. So when the player of the paladin inserts him-/herself into a fictional situation where enemies are present, s/he has a good reason to want to be in the thick of things (surrounded by enemies, and therefore getting a bonus to hit) rather than skirmishing on the edges. And this, in turn, will make the PC be <em>valiant</em> - because in the thick of things rather than a skulking skirmisher.</p><p></p><p>There are some hints of this sort of mechanical/resource approach to establishing characterisation in classic D&D: for instance, fighters get an XP bonus from high STR, so the player of a fighter has an incentive to make STR high, and this in turn makes melee an attractive problem-solving option, which in turn makes it more likely than for other PC types that the player of the fighter will find him-/herself engaging in melee rather than being a skulking skirmisher.</p><p></p><p>But some more contemporary games (including 4e, in the D&D stable of game) take this sort of idea further.</p><p></p><p>Needless to say, I think that 2nd ed AD&D is the furthest from this sort of approach to the relationship between desire for characterisation and suites of mechanical options that are available to the player who has inserted him-/herself into the ingame situation.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6852842, member: 42582"] My reading of this is the same as [MENTION=6787503]Hriston[/MENTION]'s - the player is expected to insert him-/herself into the ingame situation, and then engage that situation. So the player does not confront a problem of "how do I roleplay" - because that has already been answered by inserting him-/herself into the situation. But the situation is a problem that has to be solved. What I would add to Gygax, in explicating my preferred RPGing approach, is that [I]if[/i] you want the personality/character of the PC to emerge in play, [I]then[/i] the resources available to the player, and the permissible moves for the player, should be designed so as to help bring this about. One of the clearest and simplest examples I know of this, from 4e: paladins have an at-will ability called Valiant Strike, which grants a bonus to hit equal to the number of adjacent enemies. So when the player of the paladin inserts him-/herself into a fictional situation where enemies are present, s/he has a good reason to want to be in the thick of things (surrounded by enemies, and therefore getting a bonus to hit) rather than skirmishing on the edges. And this, in turn, will make the PC be [I]valiant[/I] - because in the thick of things rather than a skulking skirmisher. There are some hints of this sort of mechanical/resource approach to establishing characterisation in classic D&D: for instance, fighters get an XP bonus from high STR, so the player of a fighter has an incentive to make STR high, and this in turn makes melee an attractive problem-solving option, which in turn makes it more likely than for other PC types that the player of the fighter will find him-/herself engaging in melee rather than being a skulking skirmisher. But some more contemporary games (including 4e, in the D&D stable of game) take this sort of idea further. Needless to say, I think that 2nd ed AD&D is the furthest from this sort of approach to the relationship between desire for characterisation and suites of mechanical options that are available to the player who has inserted him-/herself into the ingame situation. [/QUOTE]
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