Sure, but how does that translate into actual play at the table for you?PCs who have one or more failings are easier for others to relate to.
Sure, but how does that translate into actual play at the table for you?PCs who have one or more failings are easier for others to relate to.
That is an interesting choice. What was the context? Is that a regular behavior for the character? How did the other PCs take it?I play PCs with more and more flaws.
Recently my wizard use his action during a fight to light up a cigar, claiming that he has seen enough action, and he would wait in the back for a while.
Why be part of the problem when you can be the whole problem?
There are a lot of people in the real world, and this throws up a lot of noise that is in part responsible for some of the wilder tangents of strategy, politics and espionage. People underestimate the fog of war in the real world and I would think it is really beyond the capability of a referee to generate the kind of chaff that one would encounter in the real world.One of the interesting things that you see when you look at historical events is that humans are dumb. Like, really, really dumb. They make choices based on all kinds of reasons except actual reason and logic. I am currently reading "The Main Enemy" by Bearden and Risen -- a history of the end of the cold war spy games between the CIA and the KGB -- and even the ostensibly smartest operators in the world just do the dumbest things. Sometimes ideology gets in the way, or pride, or greed or just plain thick headedness.
This almost never happens in tabletop RPGs. I don't mean that Players don't ever make bad decisions or dumb choices. hat i mean is it is exceedingly rare to see a player have their character intentionally make a dumb choice. if the PCs are all CIA operatives, they are cool and collected and awesome 100% of the time. They never decide to run out for a quick cup of coffee because they are sure their mark is sleeping and then lose them. People do that sort of dumb thing in the real world all the time -- skilled people, important people, "heroes" even.
I think this is driven by the competence-porn that most modern adventure entertainment is. Heroes have to be infallible. if they do have flaws, they are tragic heroic flaws, not mundane failings. In general, this is fine, but it makes certain genres and styles of games hard to do. Espionage is just one example where players playing their characters more like actual people would enhance play, i think.
Do you find that PCs are too perfect? Do you think PCs with more failings make RPGs more interesting? Do you reject those notions and prefer competence and cool?
It makes an hilarious moment. This character is coward, self sufficient, but I manage to make him play with the team. The discipline of the party is at the level of the Guardians of the Galaxy!That is an interesting choice. What was the context? Is that a regular behavior for the character? How did the other PCs take it?
When the DM uses your character's failings as an adventure subplot and asks you to role-play on how you would get the PC out of the very trouble they put themselves in. "Well you failed your Constitution check, got drunk, and started a massive brawl in the pub you and your party were in, now what you are going to do?"Sure, but how does that translate into actual play at the table for you?
So, let's expound upon that. Say your character isn't an alcoholic per se, but has a hard time not having a good time. The plan is that your character is staking out a bar to watch for a hand off between two rival agents. It starts innocently enough, having a beer to blend in. Then the attractive person sits down near enough to start chatting with. Soon enough the PCs is three drinks in and checking out instead of staking out. The agents meet and make the hand off and the character misses it.When the DM uses your character's failings as an adventure subplot and asks you to role-play on how you would get the PC out of the very trouble they put themselves in. "Well you failed your Constitution check, got drunk, and started a massive brawl in the pub you and your party were in, now what you are going to do?"
First off, let me thank you for the new term. That is a brilliant way of phrasing it, and is spot on.I think this is driven by the competence-porn that most modern adventure entertainment is. Heroes have to be infallible. if they do have flaws, they are tragic heroic flaws, not mundane failings.
Several checks actually. The DM would have asked my player for a Perception check to see if they noticed the two rival agents at the other end of the bar. It's a crowded bar, so I am rolling with Disadvantage on my Perception check because there are too many bar patrons between myself and the rival agents. However, I still succeed at my check. But to make sure that I don't stick out like a sore thumb, I have a beer to blend in. The DM asks me to do a Constitution check because I randomly picked out a brand of beer that is a little too strong for most patrons. It's a Dwarven blend. I fail my Constitution check, thus putting future skill checks at Disadvantage. So I fail an Insight check when an attractive person sits down next to me. I don't know that she is working with the two rival agents and had succeeded at a Perception check. She's doing Persuasion and Deception checks to convince my character to stay a while and drink some more. And since I am drunk and at a Disadvantage, I say 'why not?'Does this happen because the player failed a check?