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What does it mean to "Challenge the Character"?
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<blockquote data-quote="Guest 6801328" data-source="post: 7605224"><p>I disagree. "Smelly" is a subjective term, and a player is free to declare they their character finds a certain odor offensive or not. Now, if the rules call for a saving throw to avoid an effect the dice may override their declaration ("Sure, usually you like the smell of raw sewage, but in this case it overwhelms you...") but otherwise why not let them decide what they are sensitive to, or not?</p><p></p><p></p><p></p><p>As I said above, the GM's mistake here is making a declaration about how the players interpret something. (I mean, the big problem is a dysfunctional table. Either the players pulled this stunt in bad faith, or the GM is a dick for not rolling with it, or both. But that aside...) The GM should stick to describing the environment, including other characters:</p><p></p><p>"Lady Longbottom is leaning in close to the Chamberlain, whispering and laughing. She certainly doesn't seem bothered by any odor."</p><p></p><p>Are the character's delusional, or other people used to it or faking it? Something for the players to wonder about, and the GM hasn't contradicted anything they've said.</p><p></p><p>"You want to lean in close and see if you smell anything specific, without him noticing? Any particular way you are trying to achieve the latter? No? Ok, give me a perception check. Yeah, you smell traces of sweat, cologne, and maybe wine. Now give me a sleight-of-hand or deception check, your choice..."</p><p></p><p>If a player tries to declare, "But the Chamberlain *IS* smelly!" The GM can just say, "To your character, apparently."</p><p></p><p>Etc.</p><p></p><p>Again, the players may push against this. "No, I definitely smell skunk." Then we're talking delusion and/or dysfunction. If that situation actually occurs maybe somebody at the table can post here and ask for advice, but that's a matter for navigating social situations, not resolving game design philosophy.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7605224"] I disagree. "Smelly" is a subjective term, and a player is free to declare they their character finds a certain odor offensive or not. Now, if the rules call for a saving throw to avoid an effect the dice may override their declaration ("Sure, usually you like the smell of raw sewage, but in this case it overwhelms you...") but otherwise why not let them decide what they are sensitive to, or not? As I said above, the GM's mistake here is making a declaration about how the players interpret something. (I mean, the big problem is a dysfunctional table. Either the players pulled this stunt in bad faith, or the GM is a dick for not rolling with it, or both. But that aside...) The GM should stick to describing the environment, including other characters: "Lady Longbottom is leaning in close to the Chamberlain, whispering and laughing. She certainly doesn't seem bothered by any odor." Are the character's delusional, or other people used to it or faking it? Something for the players to wonder about, and the GM hasn't contradicted anything they've said. "You want to lean in close and see if you smell anything specific, without him noticing? Any particular way you are trying to achieve the latter? No? Ok, give me a perception check. Yeah, you smell traces of sweat, cologne, and maybe wine. Now give me a sleight-of-hand or deception check, your choice..." If a player tries to declare, "But the Chamberlain *IS* smelly!" The GM can just say, "To your character, apparently." Etc. Again, the players may push against this. "No, I definitely smell skunk." Then we're talking delusion and/or dysfunction. If that situation actually occurs maybe somebody at the table can post here and ask for advice, but that's a matter for navigating social situations, not resolving game design philosophy. [/QUOTE]
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