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The Game for Non-Gamers: (Forked from: Sexism in D&D)
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<blockquote data-quote="Bumbles" data-source="post: 4807373" data-attributes="member: 83457"><p>Only if you, as the GM want them to matter....and in the right circumstances, I can accept that you may choose to give a bonus or a penalty (though I would be very cautious with the penalties) to them as appropriate. But requiring them? I think that goes a bit too far.</p><p></p><p>Of course, it's also feasible to imagine that the success or failure of the die roll represents choosing an appropriate strategy anyway. I think this might even be fairer in general. As long as the player can identify what they're doing (and what skill they're using), more power to them. If it's absolutely absurd in applicability, that's one thing, but I don't need them to act out what they're doing all the time to determine the results.</p><p></p><p></p><p></p><p>The players ability to influence the gameworld has controls in two places. The mind of the GM and the roll of the dice. The former should be used sparingly when responding to players(creating being another story). The latter is up to the PC and chaos. </p><p></p><p>Works for me.</p><p></p><p></p><p></p><p>Indeed, and while the default mode in 4e is for the GM to be open to ideas, I still think it's better to have mechanics to shape it. There should normally be some chance of success/failure, and on the part of PCs, some ability to focus on the set of skills they want to use to accomplish things, but developing such abilities may not be in the realm of the player, and even if the player does have them, the GM may not be responsive to those skills.</p><p></p><p>These rules mechanics are what allow those kinds of handicaps to be bypassed. In an ideal world of role-playing, perhaps they might be unnecessary, but I don't pretend to live in that world.</p><p></p><p>Oh, and the IQ thing is one reason why I don't hold too much on requiring the player to deep-immersion RP their character. Otherwise, to be fair, I'm afraid I'd have to penalize them for being out of character.</p></blockquote><p></p>
[QUOTE="Bumbles, post: 4807373, member: 83457"] Only if you, as the GM want them to matter....and in the right circumstances, I can accept that you may choose to give a bonus or a penalty (though I would be very cautious with the penalties) to them as appropriate. But requiring them? I think that goes a bit too far. Of course, it's also feasible to imagine that the success or failure of the die roll represents choosing an appropriate strategy anyway. I think this might even be fairer in general. As long as the player can identify what they're doing (and what skill they're using), more power to them. If it's absolutely absurd in applicability, that's one thing, but I don't need them to act out what they're doing all the time to determine the results. The players ability to influence the gameworld has controls in two places. The mind of the GM and the roll of the dice. The former should be used sparingly when responding to players(creating being another story). The latter is up to the PC and chaos. Works for me. Indeed, and while the default mode in 4e is for the GM to be open to ideas, I still think it's better to have mechanics to shape it. There should normally be some chance of success/failure, and on the part of PCs, some ability to focus on the set of skills they want to use to accomplish things, but developing such abilities may not be in the realm of the player, and even if the player does have them, the GM may not be responsive to those skills. These rules mechanics are what allow those kinds of handicaps to be bypassed. In an ideal world of role-playing, perhaps they might be unnecessary, but I don't pretend to live in that world. Oh, and the IQ thing is one reason why I don't hold too much on requiring the player to deep-immersion RP their character. Otherwise, to be fair, I'm afraid I'd have to penalize them for being out of character. [/QUOTE]
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