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What was "player skill"?
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<blockquote data-quote="Sanguinemetaldawn" data-source="post: 3012942" data-attributes="member: 23390"><p>Player Skill consists of several things...</p><p></p><p>1) Teamwork</p><p>Pretty self explanatory...working together to make the party function as effectively and powerfully as possible.</p><p></p><p></p><p>2) Player Experience/Judgement</p><p>Basically knowing what was a just not a very good idea, and knowing the difference between a smart risk and bad risk. This is probably the most important aspect of player skill. The sphere of annihiliation in ToH for example. A skilled player will do things like toss a coin into the opening, then try throwing a rope with a grappling hook or something, then summoning something and send them through, then some Auguries or Divinations, etc. </p><p></p><p>An inexperienced player will throw a copper in, then jump in himself "to see what happens". </p><p></p><p>Really, it boils down to "Respect and be wary of the unknown." </p><p>This is a main point of divergence between the editions, as the level-adjusted schedule of CRs teaches the exact opposite lesson: "There is nothing in here that we can't beat; that would be unbalanced" </p><p></p><p>*vomit*</p><p></p><p></p><p>3) Creative thinking and problem solving</p><p>There is no real formula for this, except maybe working on brain teasers and reading historical accounts of battles to see what innovative tactics were attempted. This is also where you saw the REALLY skilled players shine, coming up with solutions you would never have thought of yourself, and pulling out victories that you would have though impossible. This is one reason the best players would tend to gravitate toward non-fighter classes. Spells especially could give you a range of capabilities that could be creatively employed in a nearly infinite range of ways.</p><p><strong>THIS IS NOT RULES LAWYERING. </strong> Rules-lawyering is a degenerate form of play, a miserable attempt to replace truly insightful and ingeneous play with rules mastery because one is incapable of better.</p><p></p><p>This didn't extend solely to play, but also to character creation. Players were encouraged to </p><p>develop the character beyond the skeleton presented in the rulebooks. This would typically be developed through play, and player/DM negotiation for custom special abilities and so forth.</p><p>Who needs supplemental rulebooks full of sanctioned junk? It can never cover all possibilities anyway, and a character with custom abilities based on his personal history is far more interesting than some generic thing out of a book.</p><p></p><p>This is another point of divergence between editions. 3E with its weight of rules is all about about telling people what they can't do. The only way these rules serve to tell you what you can do is if you have some 'tard of a DM. And the solution to that is to tell him he is a crappy DM, and if he doesn't change everyone quits his campaign and has someone else DM.</p><p></p><p></p><p></p><p>As for telling the difference between a skilled and unskilled player, you can usually see it within an hour or two.</p></blockquote><p></p>
[QUOTE="Sanguinemetaldawn, post: 3012942, member: 23390"] Player Skill consists of several things... 1) Teamwork Pretty self explanatory...working together to make the party function as effectively and powerfully as possible. 2) Player Experience/Judgement Basically knowing what was a just not a very good idea, and knowing the difference between a smart risk and bad risk. This is probably the most important aspect of player skill. The sphere of annihiliation in ToH for example. A skilled player will do things like toss a coin into the opening, then try throwing a rope with a grappling hook or something, then summoning something and send them through, then some Auguries or Divinations, etc. An inexperienced player will throw a copper in, then jump in himself "to see what happens". Really, it boils down to "Respect and be wary of the unknown." This is a main point of divergence between the editions, as the level-adjusted schedule of CRs teaches the exact opposite lesson: "There is nothing in here that we can't beat; that would be unbalanced" *vomit* 3) Creative thinking and problem solving There is no real formula for this, except maybe working on brain teasers and reading historical accounts of battles to see what innovative tactics were attempted. This is also where you saw the REALLY skilled players shine, coming up with solutions you would never have thought of yourself, and pulling out victories that you would have though impossible. This is one reason the best players would tend to gravitate toward non-fighter classes. Spells especially could give you a range of capabilities that could be creatively employed in a nearly infinite range of ways. [B]THIS IS NOT RULES LAWYERING. [/B] Rules-lawyering is a degenerate form of play, a miserable attempt to replace truly insightful and ingeneous play with rules mastery because one is incapable of better. This didn't extend solely to play, but also to character creation. Players were encouraged to develop the character beyond the skeleton presented in the rulebooks. This would typically be developed through play, and player/DM negotiation for custom special abilities and so forth. Who needs supplemental rulebooks full of sanctioned junk? It can never cover all possibilities anyway, and a character with custom abilities based on his personal history is far more interesting than some generic thing out of a book. This is another point of divergence between editions. 3E with its weight of rules is all about about telling people what they can't do. The only way these rules serve to tell you what you can do is if you have some 'tard of a DM. And the solution to that is to tell him he is a crappy DM, and if he doesn't change everyone quits his campaign and has someone else DM. As for telling the difference between a skilled and unskilled player, you can usually see it within an hour or two. [/QUOTE]
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