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*Dungeons & Dragons
Why I think we don't need rules for exploration, just tools.
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<blockquote data-quote="NewJeffCT" data-source="post: 6242835" data-attributes="member: 10784"><p>I'd be upset with that as well. While I can see the DM giving you a failure sometimes, I think it works better if you play to each PC's strengths - give the "social" PC things to overcome in social situations, give the burly tank enough burly bad guys to hack away at, give the wizard something that plays to his or her strengths, etc. And, if the BBEG is smart, then maybe he can give his minions some intentionally false information and have it fed to your lying PC as a way around it.</p><p></p><p>Back in my 3.5e game, we had a rather quiet, somewhat morose, guy in our group. However, he played a human sorcerer with an 18 Charisma. It was still a memorable character that lasted all the way up until level 18 when the campaign ended and his base Charisma was 22. When it came to social situations, I'd often handle it by having him make a die roll, and sometimes I'd even use his quiet nature to his advantage, "The sorcerer steps into the room, and his presence is so strong that heads turn his way as he strides purposefully through the room..." or something like that. But, if I had denied him that chance because of his personality, the group would have missed out on a memorable PC.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 6242835, member: 10784"] I'd be upset with that as well. While I can see the DM giving you a failure sometimes, I think it works better if you play to each PC's strengths - give the "social" PC things to overcome in social situations, give the burly tank enough burly bad guys to hack away at, give the wizard something that plays to his or her strengths, etc. And, if the BBEG is smart, then maybe he can give his minions some intentionally false information and have it fed to your lying PC as a way around it. Back in my 3.5e game, we had a rather quiet, somewhat morose, guy in our group. However, he played a human sorcerer with an 18 Charisma. It was still a memorable character that lasted all the way up until level 18 when the campaign ended and his base Charisma was 22. When it came to social situations, I'd often handle it by having him make a die roll, and sometimes I'd even use his quiet nature to his advantage, "The sorcerer steps into the room, and his presence is so strong that heads turn his way as he strides purposefully through the room..." or something like that. But, if I had denied him that chance because of his personality, the group would have missed out on a memorable PC. [/QUOTE]
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Why I think we don't need rules for exploration, just tools.
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