Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Weird Interpretations for High/Low Ability Scores
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 8090865" data-attributes="member: 16814"><p>Fundamentally, the difference here is in the part I bolded. You're assuming this is the outcome. It's not. The player can present it any way they want, but I'm really only caring what their approach is and what their goal is. The prettiness of the words is fun, but not what I'm going to adjudicate. And, given our long discussions in the past, I'm confident [USER=97077]@iserith[/USER] does the same -- but he can speak for himself.</p><p></p><p>If you go on a long winded acting session, I'm going to clap (it's fun), but then clarify what you want to do and that your approach is "use pretty words." If I think "pretty words" gets the job done, no questions, then, sure, you'll get a success. That's unlikely, though, so I'm probably going to rule this uncertain and ask for a CHA check (based on "use pretty words" approach). If you've dump-statted CHA and plan to often "use pretty words," then you've not done a good job aligning your approach with your odds of success, and likely something a good bit farcical will result with you failing more than succeeding at your intent.</p><p></p><p>The example [USER=97077]@iserith[/USER] provided, though, wasn't convincing the GM to agree with you, but rather that a smart player, given the clues provided in the game, may deduce the correct answer to a mystery. If the player has their PC act on this player deduction, well and good. If that's the correct deduction, then play will show that out in actions based on that as successes. If it's not, then play will show out failures (probably automatic ones). The player can do this, but is cautioned that they may be incorrect. They can check their guess by declaring an action that does so, and that may go poorly or well for them, modified by their ability. Even if it goes poorly and they don't get confirmation, they can still proceed however the player wants. As [USER=97077]@iserith[/USER] often says, there's always a good explanation for why a PC thinks or tries something, so why police what a PC can think or try?</p><p></p><p>Ultimately, how you design your game will have a larger impact in encouraging the kinds of play you want than any amount of player policing. I do my work on the GM side of the screen and let the players do their on their side. No amount of pretty words is going to adjust how I adjudicate actions, and I've made that clear -- I'm looking for approach and goal. I encourage acting at my table, because it's fun, but acting doesn't trump adjudication, it serves it. So, I both do not care what justifications my player use to have their PCs think or try anything at my table AND I don't have the problem you're imagining.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8090865, member: 16814"] Fundamentally, the difference here is in the part I bolded. You're assuming this is the outcome. It's not. The player can present it any way they want, but I'm really only caring what their approach is and what their goal is. The prettiness of the words is fun, but not what I'm going to adjudicate. And, given our long discussions in the past, I'm confident [USER=97077]@iserith[/USER] does the same -- but he can speak for himself. If you go on a long winded acting session, I'm going to clap (it's fun), but then clarify what you want to do and that your approach is "use pretty words." If I think "pretty words" gets the job done, no questions, then, sure, you'll get a success. That's unlikely, though, so I'm probably going to rule this uncertain and ask for a CHA check (based on "use pretty words" approach). If you've dump-statted CHA and plan to often "use pretty words," then you've not done a good job aligning your approach with your odds of success, and likely something a good bit farcical will result with you failing more than succeeding at your intent. The example [USER=97077]@iserith[/USER] provided, though, wasn't convincing the GM to agree with you, but rather that a smart player, given the clues provided in the game, may deduce the correct answer to a mystery. If the player has their PC act on this player deduction, well and good. If that's the correct deduction, then play will show that out in actions based on that as successes. If it's not, then play will show out failures (probably automatic ones). The player can do this, but is cautioned that they may be incorrect. They can check their guess by declaring an action that does so, and that may go poorly or well for them, modified by their ability. Even if it goes poorly and they don't get confirmation, they can still proceed however the player wants. As [USER=97077]@iserith[/USER] often says, there's always a good explanation for why a PC thinks or tries something, so why police what a PC can think or try? Ultimately, how you design your game will have a larger impact in encouraging the kinds of play you want than any amount of player policing. I do my work on the GM side of the screen and let the players do their on their side. No amount of pretty words is going to adjust how I adjudicate actions, and I've made that clear -- I'm looking for approach and goal. I encourage acting at my table, because it's fun, but acting doesn't trump adjudication, it serves it. So, I both do not care what justifications my player use to have their PCs think or try anything at my table AND I don't have the problem you're imagining. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Weird Interpretations for High/Low Ability Scores
Top