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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
When Was it Decided Fighters Should Suck at Everything but Combat?
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<blockquote data-quote="Bill Zebub" data-source="post: 9859443" data-attributes="member: 7031982"><p>I don't understand why you describe using randomness as "setting logic" rather than "game rules". There isn't a miniature stochastic engine in my brain that determines what I know or don't know. I either do or I don't. So <em>how</em> one decides if an imaginary character knows imaginary information...whether it's dice rolls, GM fiat, or player choice...has nothing to do with logic. </p><p></p><p>Unless one means "logical" in the sense of "in order to achieve a certain playstyle."</p><p></p><p>And my stance isn't that players know <em>everything</em>. It means that if a player asks if their character knows something, the GM can either say yes or no, based on whatever criteria they want to use. </p><p></p><p>My personal approach is to factor in both how likely it would be for them to have the information, and what the impact on fun would be. </p><p></p><p>And if the answer is "no" but they really want to learn anyway, well, adventure awaits! </p><p></p><p></p><p></p><p>I personally don't get much (any?) enjoyment from having facts about my game world that exist only in my head, that other people aren't experiencing. If there's a cool secret door, I <em>want</em> the players to find it, and I want them to know that they found it because of how they played the game, not because of blind luck. (Or luck modified by their choice to allocate certain points when they made their characters some months ago.)</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9859443, member: 7031982"] I don't understand why you describe using randomness as "setting logic" rather than "game rules". There isn't a miniature stochastic engine in my brain that determines what I know or don't know. I either do or I don't. So [I]how[/I] one decides if an imaginary character knows imaginary information...whether it's dice rolls, GM fiat, or player choice...has nothing to do with logic. Unless one means "logical" in the sense of "in order to achieve a certain playstyle." And my stance isn't that players know [I]everything[/I]. It means that if a player asks if their character knows something, the GM can either say yes or no, based on whatever criteria they want to use. My personal approach is to factor in both how likely it would be for them to have the information, and what the impact on fun would be. And if the answer is "no" but they really want to learn anyway, well, adventure awaits! I personally don't get much (any?) enjoyment from having facts about my game world that exist only in my head, that other people aren't experiencing. If there's a cool secret door, I [I]want[/I] the players to find it, and I want them to know that they found it because of how they played the game, not because of blind luck. (Or luck modified by their choice to allocate certain points when they made their characters some months ago.) [/QUOTE]
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When Was it Decided Fighters Should Suck at Everything but Combat?
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