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Why I hate puzzles
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<blockquote data-quote="apoptosis" data-source="post: 3935932" data-attributes="member: 3226"><p>I think the question is how far does this extend. </p><p></p><p>Many players want to come up with a cool plan or strategy to solve some obstacle. What if the player since his character is smart just wants to roll for success of the strategy and not come up with one (and some stakes setting RPGs could probably do this fine).</p><p></p><p>What about any decisions that come up in play. The player could just say, my character is an experienced adventurer, he would have thought of that or his idea would be better than mine as a player.</p><p></p><p>I think for most groups this line is at very different places.</p><p></p><p>To some extent the game could get rid of all tactical maneuvers (just make them flavorful descriptions void of mechanical effect) and just roll for success in combat, as tactical maneuvers are really based on the players knowledge of the rules and not the characters abilities (and some indie games are also good at this and this can work).</p><p></p><p>It is the same argument with social conflict etc. It really depends on the group and what part of the game they want their characters numbers to control vs players control.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 3935932, member: 3226"] I think the question is how far does this extend. Many players want to come up with a cool plan or strategy to solve some obstacle. What if the player since his character is smart just wants to roll for success of the strategy and not come up with one (and some stakes setting RPGs could probably do this fine). What about any decisions that come up in play. The player could just say, my character is an experienced adventurer, he would have thought of that or his idea would be better than mine as a player. I think for most groups this line is at very different places. To some extent the game could get rid of all tactical maneuvers (just make them flavorful descriptions void of mechanical effect) and just roll for success in combat, as tactical maneuvers are really based on the players knowledge of the rules and not the characters abilities (and some indie games are also good at this and this can work). It is the same argument with social conflict etc. It really depends on the group and what part of the game they want their characters numbers to control vs players control. [/QUOTE]
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