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<blockquote data-quote="Malhost Zormaeril" data-source="post: 3736596" data-attributes="member: 49669"><p>If you ruun a game with a lot of combat encounters, like one set in an enormous dungeon filled mostly with mindless undead, it would be tantamount to ask a player whose character is weak in the combat department to sit out of the game, as well.</p><p></p><p>If your game is heavily slanted towards social situations, then the characters should be slanted to handle that. If a player consciously decides to go against the grain, as it were, and specifically build a character lacking in those skills, then he should feel the consequences of his choices.</p><p></p><p></p><p></p><p>Frankly, I don't really care about dump stats, as well. If Bullroarer Burpingbelly wants to have rubbish CHA, then by Jove, he should have rubbish CHA. However, ignoring a character's flaws because it's not "fun" for the player is preposterous -- you might as well give the character a 18/18/17/16/14/14 attribute array.</p><p></p><p>What I <em>would</em> do, if I didn't think a player knew better, is sit down with the them and say: I find it a little strange that Bullroarer would be able to pull a credible impersonation of Cary Grant, you know? Maybe you'd like to review some things about the character's concept? and then work it out. Otherwise, I'd tell them that they <em>knew</em> there'd be social situations in the game, so why didn't they take that into consideration in character creation?</p><p></p><p>Of course, if I want a game to have a dominant theme, like intrigue, sea voyages, or the Undead, I had darn well make sure that the players know that when they're building their characters. This way, they won't <em>need</em> to sit out of anything if they don't want...</p></blockquote><p></p>
[QUOTE="Malhost Zormaeril, post: 3736596, member: 49669"] If you ruun a game with a lot of combat encounters, like one set in an enormous dungeon filled mostly with mindless undead, it would be tantamount to ask a player whose character is weak in the combat department to sit out of the game, as well. If your game is heavily slanted towards social situations, then the characters should be slanted to handle that. If a player consciously decides to go against the grain, as it were, and specifically build a character lacking in those skills, then he should feel the consequences of his choices. Frankly, I don't really care about dump stats, as well. If Bullroarer Burpingbelly wants to have rubbish CHA, then by Jove, he should have rubbish CHA. However, ignoring a character's flaws because it's not "fun" for the player is preposterous -- you might as well give the character a 18/18/17/16/14/14 attribute array. What I [i]would[/i] do, if I didn't think a player knew better, is sit down with the them and say: I find it a little strange that Bullroarer would be able to pull a credible impersonation of Cary Grant, you know? Maybe you'd like to review some things about the character's concept? and then work it out. Otherwise, I'd tell them that they [i]knew[/i] there'd be social situations in the game, so why didn't they take that into consideration in character creation? Of course, if I want a game to have a dominant theme, like intrigue, sea voyages, or the Undead, I had darn well make sure that the players know that when they're building their characters. This way, they won't [i]need[/i] to sit out of anything if they don't want... [/QUOTE]
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