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General Tabletop Discussion
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Traps, how do you handle them?
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 7049998" data-attributes="member: 6701872"><p>Step one, for me, is remembering we are playing a game, so the goal is fun rather than accurate simulation of a character's talents, knowledge, or wisdom.</p><p></p><p>Step two is that the player doesn't need to know anything that their character does, they only need to be able to communicate why they believe their character would know whatever it is that is in question, so that I can then agree, disagree, or decide upon a DC and a check to make if I'm undecided.</p><p></p><p>Ran into a similar situation just the last session I ran: A player of a knowledge domain cleric was not sure what their character would know about a creature being faced, because the player doesn't know anything at all about the unique creatures of the setting we are playing in other than what he's learned in the few sessions of the campaign so far. I asked him if there were something he felt was an appropriate reason that the character would know about creatures associated with a deity other than his own, and he supplied a reason (that reason being his character having (doubled) proficiency in the religion skill via a feature of his divine domain, meaning his head is filled with vast amounts of knowledge fed directly from his own god) which I fully agreed was appropriate, and so I relayed the information without a check.</p><p></p><p>I approach the whole game with that same approach. So really, I guess I could do a TL/DR version; Handle it the same way I handle the almost inevitable circumstance where the character is a better swordsman or spell-slinger than the player ever will be.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 7049998, member: 6701872"] Step one, for me, is remembering we are playing a game, so the goal is fun rather than accurate simulation of a character's talents, knowledge, or wisdom. Step two is that the player doesn't need to know anything that their character does, they only need to be able to communicate why they believe their character would know whatever it is that is in question, so that I can then agree, disagree, or decide upon a DC and a check to make if I'm undecided. Ran into a similar situation just the last session I ran: A player of a knowledge domain cleric was not sure what their character would know about a creature being faced, because the player doesn't know anything at all about the unique creatures of the setting we are playing in other than what he's learned in the few sessions of the campaign so far. I asked him if there were something he felt was an appropriate reason that the character would know about creatures associated with a deity other than his own, and he supplied a reason (that reason being his character having (doubled) proficiency in the religion skill via a feature of his divine domain, meaning his head is filled with vast amounts of knowledge fed directly from his own god) which I fully agreed was appropriate, and so I relayed the information without a check. I approach the whole game with that same approach. So really, I guess I could do a TL/DR version; Handle it the same way I handle the almost inevitable circumstance where the character is a better swordsman or spell-slinger than the player ever will be. [/QUOTE]
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