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5 months ago ::
Jan 25, 2013 - 4:52AM
#1
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Date Joined:
May 30, 2010
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Early in D&D history, many aspects of roleplaying was forced into the mechanics of a class. For example; alignment, weapon usage, or advancement preconditions.
Also, players were rewarded with XP for doing good roleplaying.
However, as time went on a few things changed. 1. It was decided that what class you pick should not limit your character trope. That is, we shouldn't have to create a whole new class for a Druid that could use metalic weapons, or cleric that uses a letter opener. 2. It was decided that the party should always level up together.
That has had a likely unintended side affect that D&D no longer has mechanics or rules that either force or encourage a player to roleplaye a specific role.
Some games exist out there which attempted to fix this by cetering the game around more roleplay related rules. Such as FATE, or The Riddle of Steel.
Is there a way to make rules that encourage roleplaying a specific user defined role, as well as making those rules feel like D&D? Is there a demand for it?
Possible options off the top of my head: 1. Disadvantage on your next roll if you are attempting to do something the DM feels is out of role. 2. Advantage if you are doing something in charachter but which would otherwise be a tactically/strategically bad choice. 3. Commitment to your ethos makes store owners of similiar ethos give you a x% discount in stores? 4. Something similiar to the fate system related to trained skills?
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5 months ago ::
Jan 25, 2013 - 4:57AM
#2
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Date Joined:
Jun 22, 2010
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I would use FATE as an example and pick character flaws to promote character actions. This easily fits in for alignments, or other character motivations. But the bottom line is people that want to roleplay will do it, so how do you get rollplayers to do it.
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5 months ago ::
Jan 25, 2013 - 5:01AM
#3
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Date Joined:
Jun 21, 2012
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I don't think it's necessarily bad that the game assumes a certain amount of roleplaying reward and detaches a certain amount of class from roleplaying. I also think that guidelines about rewarding good roleplay through bonuses and extra xp is a good thing. Negative reinforcement is a self destructive thing in general and it's particularly dangerous to do in the context of a game. I would be unhappy about imposing penalties like disadvantage for things done out of role, especially when you consider that consistent reward for roleplaying creates a disadvantage for folks who don't roleplay without actually punishing them. Plus it encourages the behaviour you want.
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5 months ago ::
Jan 25, 2013 - 5:23AM
#4
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Date Joined:
May 30, 2010
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I don't think it's necessarily bad that the game assumes a certain amount of roleplaying reward and detaches a certain amount of class from roleplaying. I also think that guidelines about rewarding good roleplay through bonuses and extra xp is a good thing.
Negative reinforcement is a self destructive thing in general and it's particularly dangerous to do in the context of a game. I would be unhappy about imposing penalties like disadvantage for things done out of role, especially when you consider that consistent reward for roleplaying creates a disadvantage for folks who don't roleplay without actually punishing them. Plus it encourages the behaviour you want.
Can't use bonus xp because it's either too small to make a real difference, or causes chrachters to level up at different rates. (unless I guess you reward the whole party?)
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5 months ago ::
Jan 25, 2013 - 5:24AM
#5
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Date Joined:
May 30, 2010
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I would use FATE as an example and pick character flaws to promote character actions. This easily fits in for alignments, or other character motivations. But the bottom line is people that want to roleplay will do it, so how do you get rollplayers to do it.
How can we make FATE feel like D&D? Presumably the benefits of the mechanic will cause more roleplaying.
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5 months ago ::
Jan 25, 2013 - 5:33AM
#6
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Date Joined:
Jul 18, 2007
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I would simply make it suggested in the core rules that players get xp for roleplaying. Since we're rp heavy at times, I give one encounter's worth of xp everytime I feel like the players have spent an encounter's worth of time chatting with each other and npcs and otherwise roleplaying out of combat.
Also, I don't think it's bad that the party level together. That way, there's no mechanical reason for them to feel left out. If they do past that, it's (probably) their decisions that have led to it.
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5 months ago ::
Jan 25, 2013 - 5:54AM
#7
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Date Joined:
Jun 13, 2010
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I would simply make it suggested in the core rules that players get xp for roleplaying. Since we're rp heavy at times, I give one encounter's worth of xp everytime I feel like the players have spent an encounter's worth of time chatting with each other and npcs and otherwise roleplaying out of combat. Also, I don't think it's bad that the party level together. That way, there's no mechanical reason for them to feel left out. If they do past that, it's (probably) their decisions that have led to it.
I follow 4E PHB2 guidelines for giving out XP for roleplay as well. But I won´t award my players for chatting arond the tavern, or simply being in character. I would award them for RP when it is relevant and hlep progress the adventure, or any possible side quest they might be involved.
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5 months ago ::
Jan 25, 2013 - 6:30AM
#8
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Date Joined:
Jun 17, 2010
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Rules exist for one reason and one reason only: to impartially arbitrate disputes that can't be resolved by the participants on their own. The only function of the rules is to stop the kindergarten-style Cops & Robbers standoff: "Bang! I got you! No you didn't! Yes I did! No you didn't!"
If we all knew, to our core, how much damage is reasonable for that swing I just landed to do to the orc, then we wouldn't need a rule to tell me it's d8+3. Note that this one comes simply out of sheer ignorance, rather than malicious or selfish behavior as the above example did - rules aren't just about preventing abuse, they're also about standing in for player knowledge. "Can't be resolved" can happen for a number of reasons, and player ignorance is one of the major ones.
Which brings us to the question at hand: mechanics for roleplaying. And the answer, quite simply, is no. No, we don't need mechanics for what most people are talking about when they use the word "roleplaying" (nevermind that even that how-much-damage-did-I-do-to-the-orc scenario is also roleplaying, but that's another discussion). The whole point of such efforts is to have resolution that involves the imagination of the players (I include DM as one of the 'players' in this context) at the table, rather than the impartial arbitration that rules provide.
So no.
D&D Next = D&D: Quantum Edition
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5 months ago ::
Jan 25, 2013 - 6:51AM
#9
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Date Joined:
Oct 17, 2007
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I like the Unknown Armies system, where you define an Obsession, a Noble Stimulus and a Fear Stimulus for your character. If you act according to those you get some kind of situational bonus, according to the circunstances. I like this because it doesn't force you hand in any way, but it gives rewards for sticking to the character.
So yes, as a long the system enhances and promotes roleply and it's not a substitute for it.
*Sits down and waits for someone to post the "Rollplay - Leave nothing to your imagination" thing*
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5 months ago ::
Jan 25, 2013 - 6:54AM
#10
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I think a Fate style flaw system or other Plot Point based mechcanic would be a fun addition to the game. But you could effortlessly do that as a rules module. If WotC doesn't have an option for that I give it a week and a half before fans have a version available online.
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