| Subject: Re: Player death |
Author:
Arwin
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Date Posted: 11:17:01 01/29/05 Sat
In reply to:
Balaern
's message, "Re: Player death" on 08:03:23 01/28/05 Fri
>Hmm I'll have to give that some thought (as far as
>traps are concerned). I don't disagree that detecting
>traps can make for a slower game, but what's the point
>of being a rogue if I take traps and locked doors out
>of the game?
Well, a rogue could have other uses too, depending on the campaign. I can imagine a scenario where the rogue is sent off to spy or eavesdrop on a discussion (which is where hiding comes in handy). Or how about assassination missions? The latter would require a lot of DM intervention I guess, but I could imagine a scenario with a rogue stalking a tavern regular until a suitable oppurtunity arises to jam a dagger into his back. Personally I wouldn't mind spending the majority of a session chatting with people in the tavern (because the DM can't pay attention to us) if I know that something awesome like an assassination is taking place. Other rogueish things to do would be things that require a lot of balance or skill, like climbing a building or passing over a rickety bridge alive. Maybe you need to invent a scenario where we need to enter some sort of building, but the door is locked, OH NOS. Let's have the rogue scale the wall (Reflex and Dex saves?) and have him enter on the 1st floor, stealth his way down, take out two guards and open the door for us!
Just trying to point out there's plenty of things that character classes can do, other than what game mechanics dictate.
This goes for other classes too, btw. I always found it a pity that a barbarian or fighter's strength statistic hardly gets used in a RPing sense (except that one time in The Fallen where Kelton smashed a cage open with a STR check). Or what about the nature 'affinity' of rangers and druids? They should be able to track and sense things in the forests (hell, give them an icky feeling of "It's too quiet around here" when baddies are in the area).
Okay this turned into something else than I was planning to write, heh. On a sidenote, all the things I described above don't need to be scripted at all. I don't think the DM should shy from the Pause button if he needs time to type some /tell to a player, or to make a skill check.
So, I guess my point is that game mechanics are too limiting. We should overcome it in order to become Übermen!
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