SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Player thinking vs Skill

Started by Abrojo, June 30, 2008, 07:10:38 PM

Previous topic - Next topic

Abrojo

some solid advice Heath and Stormbringer, thx

Quote from: Heath Robinson;221936I personally believe that a Tactics skill should function only to provide information or observations of some tactical importance.  Whilst essentially equivalent to "GM suggestion" in many regards, you should avoid making overt tactical suggestions to allow the players to make their own decisions.

Thats true, though i think a little talk with the player wouldnt hurt.
If he has no clue about tactics but wants to play a war vet in shadowrun, he will need tactical suggestions. Of course, the end choice is his, but need to flesh him some more info since he might have grabbed that skill just to cover his own deficiency as a player.

Like if for example i wanted to play an old Greek campaign, i would grab a tactic skill and abuse the GM for tactics questions. Specially ask for my tactic skill to decide my success or not on battle planning since i have no idea how phalanxes, etc worked back then.

An interesting option regarding the red herrings, would be for the GM to do his tactics roll hidden and adjust the amount of real in his info according to that.
 

Heath Robinson

#16
Quote from: Abrojo;222017Thats true, though i think a little talk with the player wouldnt hurt.
If he has no clue about tactics but wants to play a war vet in shadowrun, he will need tactical suggestions. Of course, the end choice is his, but need to flesh him some more info since he might have grabbed that skill just to cover his own deficiency as a player.
A friend who was a member of an active cadets group, and hence was involved in military style training in tactical scenarios once or twice, has mentioned to me that the majority of tactics is knowing what the likely course of enemy action is.

Quote from: Abrojo;222017Like if for example i wanted to play an old Greek campaign, i would grab a tactic skill and abuse the GM for tactics questions. Specially ask for my tactic skill to decide my success or not on battle planning since i have no idea how phalanxes, etc worked back then.
Unless you actually care about how the battle plays out, I'd say that this usage of the tactics skill is in line with abstracting away some undesirable noise.

Quote from: Abrojo;222017An interesting option regarding the red herrings, would be for the GM to do his tactics roll hidden and adjust the amount of real in his info according to that.
That's one option, another would be to have a relatively fixed rate of red herrings and vary the number of observations according to the degree of success.