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Solving the "Just Roleplay it..." problem...
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<blockquote data-quote="JohnSnow" data-source="post: 8959090" data-attributes="member: 32164"><p>This is the exact conundrum I'm raising, which is basically "is there a way to change how we capture this distinction that will make it more transparent about the distinction between the skills that are part of "game mastery" and those that can be hand-waved away due to "my character would know how to handle this."</p><p></p><p>By contrast, some of the things that are part of what makes gaming fun should probably be put on the monkey who rolls the dice. As an example, since all novice characters would logically start as amateurs at the investigation part of whatever skillset "dungeon delving" is, it's perfectly fine to just hand-wave the distinction for beginning players. Fighters might be good at combat, and thieves or rogues at sneaking around or disarming traps, but the investigation of the dungeon environment is a somewhat specialized skill that the character acquires as the player gets better at it.</p><p></p><p>As I type this, I wonder if this is why they didn't want to include a "thief" class early on.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 8959090, member: 32164"] This is the exact conundrum I'm raising, which is basically "is there a way to change how we capture this distinction that will make it more transparent about the distinction between the skills that are part of "game mastery" and those that can be hand-waved away due to "my character would know how to handle this." By contrast, some of the things that are part of what makes gaming fun should probably be put on the monkey who rolls the dice. As an example, since all novice characters would logically start as amateurs at the investigation part of whatever skillset "dungeon delving" is, it's perfectly fine to just hand-wave the distinction for beginning players. Fighters might be good at combat, and thieves or rogues at sneaking around or disarming traps, but the investigation of the dungeon environment is a somewhat specialized skill that the character acquires as the player gets better at it. As I type this, I wonder if this is why they didn't want to include a "thief" class early on. [/QUOTE]
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