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General Tabletop Discussion
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Weird Interpretations for High/Low Ability Scores
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<blockquote data-quote="Ovinomancer" data-source="post: 8090978" data-attributes="member: 16814"><p>Oh, I liberally apply adversity on failures. Which is part of why I find it weird -- it's clear this is a bad outcome, the player is looking for approaches (I allow table talk) from others, but they still don't reach for inspiration <em>despite it being right there</em>! I go back and forth as to whether I should be prompting it's use because if I do, it almost always gets used that time. I took myself out of the decision process for inspiration because I don't want to have to track all the character things, so I don't want to replace that with prodding players to use it, but I want them to use it... gah. Still, my game is a blast and we have fun so it's a minor issue in the long run. Still, so many times I'm heaping on adverse outcomes and thinking, "dummy, you could have rolled a second d20 on that."</p><p></p><p></p><p>Heh, thinking about it, that might be it, but in a weird inverted way. The player often complains they're not good at off-the-cuff dialogue stuff (they're limiting themselves) but enjoys playing PCs that do have strong social skills. So, sometimes, they play offtype and make a character that isn't great at social stuff (like their Blades character), but the way they picture scenes going occasionally gets stuck and they imagine a cool talky scene but forget this character is a 14-year-old orphan street rat that sees dead people, often talks to the ghost of his dead dog while in company, and has a stutter. So, he gets caught up in the fiction of the scene, comes up with a plan, and then, when he executes it, remembers he's actually really bad at this stuff (in Blades, 0 dice means you roll 2d6 and take the lowest, where a 1-3 is a failure).</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8090978, member: 16814"] Oh, I liberally apply adversity on failures. Which is part of why I find it weird -- it's clear this is a bad outcome, the player is looking for approaches (I allow table talk) from others, but they still don't reach for inspiration [I]despite it being right there[/I]! I go back and forth as to whether I should be prompting it's use because if I do, it almost always gets used that time. I took myself out of the decision process for inspiration because I don't want to have to track all the character things, so I don't want to replace that with prodding players to use it, but I want them to use it... gah. Still, my game is a blast and we have fun so it's a minor issue in the long run. Still, so many times I'm heaping on adverse outcomes and thinking, "dummy, you could have rolled a second d20 on that." Heh, thinking about it, that might be it, but in a weird inverted way. The player often complains they're not good at off-the-cuff dialogue stuff (they're limiting themselves) but enjoys playing PCs that do have strong social skills. So, sometimes, they play offtype and make a character that isn't great at social stuff (like their Blades character), but the way they picture scenes going occasionally gets stuck and they imagine a cool talky scene but forget this character is a 14-year-old orphan street rat that sees dead people, often talks to the ghost of his dead dog while in company, and has a stutter. So, he gets caught up in the fiction of the scene, comes up with a plan, and then, when he executes it, remembers he's actually really bad at this stuff (in Blades, 0 dice means you roll 2d6 and take the lowest, where a 1-3 is a failure). [/QUOTE]
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