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>try to play a character who is good at things other than fighitng FOR ONCE
>get ganked within a session or two
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>>97410194
If you're playing D&D, and let's just assume you are, there is literally no reason to trying to engage with anything that isn't combat. All characters are combat machines first and characters 4th, or maybe 5th.
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>>97410305
>>97410306
>>97410311
Vampire the Masquerade.
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>Try to play a character who is good at things other than fighting FOR ONCE
>Entire party also makes meme characters on the assumption I'm playing a murder brick
>GM has to re do the entire set of encounters
Did we play ourselves?
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>>97410194
Why would you make a character that isn't good for fighting under the pretense you'll be playing a game in which fighting is, or is one of, the major challenges?
>b-but m-muh r-role p-play
Roleplaying is deciding the behavior of someone who isn't yourself. You can easily roleplay a character competent in fighting.
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>>97410650
Echo sentiments to each other how the terrible rules lawyer autists force us to make characters for a game, despite the fact that a large percentage of "TTRPG" "discussion" revolves around making shitty voices and incoherent collaborative stories these days.
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>>97410194
>smart characters in fiction
>basically gods, can do whatever they need to do at any given moment
>smart characters in TTRPGs
>+12 bonus to recalling worthless trivia that never does anything
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>>97411020
>meanwhile, the smart characters in fiction
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>>97411020
Smart characters in TTRPGs are only as smart as the players piloting them I'm afraid
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>>97411020
substitute half your intellect for knowledge about any talent.
use your intellect rank as baseline for certain types of weapons.
use your intellect rank for performing and defending against certain types of combat stunts, such as Lure, Disarm, Feint, Taunt.
use your intellect rank to defend against or detect certain powers, such as Illusions, Mind Control, Clairvoyance, Mind Blast, or Possession.
use your intellect rank to detect and analyze the presence or after effects of many powers.
use your intellect rank to mimic certain powers, like Master of Disguise, Preparation, Psychometry, Telepathy, or Weakness Detection.
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>>97411020
>>97411119
>t. dumb moron playing smart character under incompetent GM
Even more such cases
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>>97412007
The opinion that I've taken away from my experience with ST games is "you should make sure you can fight a little, even if it's not your focus." Because a dangerous situation will come up eventually, and you don't want to feel useless or extremely vulnerable.
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>>97412390
Why should I bother thinking about any character creation decision if every encounter will be identically challenging regardless?
What happens when other people in the world encounter monsters?
If the players and one or more other adventuring parties of varying levels and character types come upon the same creatures at the same time, what happens?
Where are the high level monsters when we're level 1? What are they doing?
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>>97412390
If we only encounter traps when there's someone in the party specialized in disarming them, why should we have that character in the party?
If later in the game we hire someone that can disable traps, do traps start existing? Where did they come from? Who built them?
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>>97410194
>can't use the things he's good at to avoid getting into fights in the first place
Unironic skill issue.
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>>97412007
it kinda does though, WoD combat is garbage (it's a storytelling type of a game, mechanics were afterthought), but dicepool size always helps - go stamina 5, dexterity 5, default to parry or dodge and few mortals can touch you, even with 0 dots in Melee/Brawl
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>>97412402
>Giving them challenges that fit their abilities invalidates their choices
It's literally accommodating their choices. And if you're too lazy/uncreative to come up with ways to let characters use their abilities on the fly, you shouldn't be a GM.
>>97412508
>Why should I bother thinking about any character creation decision if every encounter will be identically challenging regardless?
You're being disingenuous, because that isn't what I said and if you think it is, then you're not disingenuous, you're just a retard. I'm not dignifying the rest of your shitpost with a response either way.
>>97412515
>If we only encounter traps when there's someone in the party specialized in disarming them, why should we have that character in the party?
Your order of operations is backwards. There are traps that can be disarmed because you have someone specialized in disarming traps.
It's the same principle as not throwing a group of flying ranged enemies at a party of purely melee characters.
>>97412803
If this is the case your GM is a retard.
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>>97413945
It's exactly what you said, retard. If you tailor encounters to their characters, then character creation is irrelevant.
That isn't backwards, that's exactly what I said. If there are only traps because I can disarm traps, why should I choose the ability to disarm traps?
If we only encounter flying enemies if we have ranged attacks, why should we choose ranged attacks?
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>>97414535
Does being better at diplomacy than fighting mean it’s important to get into fights you can’t win to roleplay being bad at fighting or does it mean that it’s better to talk your way out of fights to roleplay being good at diplomacy?
Fucking retard.
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>>97411020
>smart characters in real life
>forced to slave away at new weapons of mass destruction in the government's basement
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>>97414760
This is kind of a half-baked take.
Sure, it's reasonable to highlight that it's difficult or impossible to solve problems in the ways that characters are not so capable of performing. But it would also be doing the players at your table a disservice to tailor your games in a way that prevents them from being able to use the skills that they do have as alternatives, even if that makes addressing the problem more difficult at times. And that doesn't necessarily mean that every single player should be holding a clear-cut answer to a problem, just that you aren't boxing them into situations where they have no choice but to lose, because that isn't really fun for the people involved.
Your purpose as a GM is to facilitate the game, and the point of games is to have fun. TTRPGs are cooperative, and that means you take into account the ways your players want to have fun and you craft opportunities for them to do that. That doesn't mean everything has to be a cakewalk, just that you absolutely should let them play the game the way that they've expressed that they wanted to. As you no doubt should have communicated and hashed out a mutual understanding of when you set the game up in the first place, setting expectations so that the way the game is played is more satisfying to all parties.
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>>97416236
No, it's not half baked. It's simply correct. If a chest has a trap, it's because someone trapped it. That trap doesn't have any way of knowing about the players, and has no way of deleting itself from existence based on the players' capabilities.
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>>97416236
The GM doesn't box players into anything. They encounter things that happen to exist, and they choose how to interact with those things, and every single object and being in the universe exists as the result of a chain of causality.
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>>97413945
>It's the same principle as not throwing a group of flying ranged enemies at a party of purely melee characters.
Why did they not bring ranged weapons just in case? They should die as a learning experience and maybe next time they won't be so dumb.
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>>97416818
>They encounter things that happen to exist, and they choose how to interact with those things, and every single object and being in the universe exists as the result of a chain of causality
your "sandboxes" aren't created in a vacuum
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>>97410194
>open rulebook
>skip past character creation
>count up the pages of rules for during gameplay
>if the number of pages for combat rules equals or exceeds all other rules and you choose to not optimize for combat, you are retarded
Coincidentally, this means for D&D you should play a Wizard since the majority of the rules are concerning magic spells.
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>>97422290
I'm going to let you in on a secret. Many, perhaps most, activities PCs undertake need no rule interactions whatsoever. They can be understood in a natural way by everyone at the table.
Combat tends to have a lot of rules verbiage for a simple reason. It's the part of the game where stakes are high and people naturally wrangle for advantage. If you've ever seen two kids playing pretend and getting into an "I shot you/no you didn't/did so/nu uh" argument, you'll see what I mean.
In D&D specifically (though in 5e it's pretty hard to be deliberately good or bad in combat outside of class tiers) many groups have no more than a single fight per session and could easily get by with one character not contributing to each fight. If that character has an overabundance of other utility abilities then they would be a huge boon to the team even if they hide in a plant pot every time initiative is rolled.
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>>97422345
I'm gonna let you in a secret. Most sessions of 5e are a single combat encounter and some chatting. And that combat encounter is going to be more than half the entire session. So minmaxers are prepared to be excellent for the majority of the content.
>nooooooo being able to pass an Arcana check once every three months is way more important than excelling at the main content of every single campaign ever!
Whatever lmao.
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>>97422378
Is it really "being excellent" if you're playing a game your opponent lets you win? The GM has an unlimited amount of resources to throw at you and decides all the rules. There's literally no point in expending effort counting to infinity faster.
But also, the "chatting" is literally the gameplay for every other player. That's the content, if you want to use that soulless term. Deciding what the party is doing, who they're doing it with/to, how they get from place to place... These are all much more impactful than making the objective completion number go all the way down in four rounds instead of five.
Even in OSR games where the GM is playing fair and square, the logistics trump the swordplay every time.
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>>97422321
Sure. But whether that situation happens depends on how the GM runs the game. If the encounters were prepared in advance it's worth to optimize because the bar you're up against is already set. If the GM just ad-hoc asspulls the encounters it's also worth to optimize because the challenge fulctuates and can reach the level where somebody has to die but then you still wanna make sure other PCs perish before your does.
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>>97422476
You might, if it's a module and GM is naive enough to run it exactly as written.
But when you don't you gotta err of the side of overpreparedness and aim for the highest bar you can possibly ever clear. So when the real challenge ends up being lower you'll clear it too.
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>>97422520
>module
>>97422382
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>>97411066
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>>97410194
I play characters that suck at combat all the time, and I do not have this problem. I get close calls when I fuck up, but the trick is to actually avoid direct confrontation, and have friends that are better at fighting.
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>>97440937
>if he has to rely on magic items to win, you lose the argument.
nta but why would that be the case? magic swords have always been the Fighting-man's thing.
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>Decide to go all in on the Courage stat because the idea that you actually have to pay on your character sheet to have balls of steel seems like a novel thing in an RPG
>We can't have a stat where if you don't take it you're a pussy! Pay 1 narrative resource to completely ignore the existence of this stat each time it would come up
>Also if you don't take fightan' stat and backup fightan' stat in the courtly intrigue game you're going to die
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>>97410194
I used to minmax every character. Eventually it got to the point I was so bored doing more damage than my party that I decided to play fun shit, ignoring DPR or Utility. Right now I'm a melee Summoner with a construct and we just fucking punch stuff. Fun as fuck, boi.
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>>97410194
The first fucking thing they teach to glowie intelligence officers is how to shoot guns and drive in extreme conditions like while getting shot at or to shake off pursuit.
Basically it's as >>97411131 said, the smart person learns how to kill people first and foremost.
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>>97443293
These are the most fun characters because of the weird shit you can do just for the fuck of it. Like a rogue who Jackie Chans his way into the tower instead of lying or sneaking. Or a wizard with a strong right hook who's not afraid to throw a punch.
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>>97447946
>>97448237
NTA but spam filter, you idiot?
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>>97454574
any clan with Dominate
Mental > Social > Physical
Flaws: Child, 4x Amputee
freebies from flaws spent on starting at 5 dots Dominate
max Generation, max Willpower
some dots in haven&retainers
settle in orphanage, blood-bind the staff and any number of residents, use mortal orphans as disposable drones (piloted via Possession)
never show yourself in person
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>>97411020
>>97411269
Often the case yes, if you want to RP a smart character you kind of have to actually be a mind reader half the time because foreshadowing is a skill that's often not used
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>>97411020
I play smart characters. I build for combat social manipulation. Social manipulation is the most important thing. You can completely solve problems & combat with social manipulation if you are smart. You can find avenues of advantage & non linear power with social manipulation. But you can't just be a social character if you're smart. You can't gather the right soft power without real power. So you've got to be deadly in combat. Versatility & ruthlessness wins every single time. You should always be holding aces to annihilate competition, & never rely on the same trick twice. Mystical, physical, technological, & social weapons are the key to always having aces, never pigeon hole yourself into one gimmick, but advertise one. Make them think you only know how to fight in one way, or to move in certain circles, when really you've got options. Then when they try to remove or block one thing, you still have a loaded gun
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>>97442375
Lots of people forget you're making a character to roleplay as interacting with an imaginary world and gamify the fun out of everything. Eventually everyone become min-maxed 1 trick ponies that nuke every encounter just so their guy can do something besides watch all the other min-maxed character do everything and the game becomes a series of monster manual encounters determined by dps checks.