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View Poll Results: roleplaying in my module, question | |||
give the lesser items |
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4 | 57.14% |
give the items they've asked for in their roleplaying |
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3 | 42.86% |
Voters: 7. You may not vote on this poll |
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#1 |
Galvatron
![]() Join Date: June 24, 2002
Location: aa
Posts: 2,101
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I want to make it so dialogue effects what kind of items you get. Example: you play rogue, in the dialogue you have to respond like a rogue or another option, say like a fighter. Rogue's answer is i snuck past guards, fighter's answer is that the guards were impressed by his shiny, heavy full plate. If you, as rogue answer the rogue answer you get appropriate items, like a light armor and simple weapons. If you answer the fighter sentence however I have 2 options:
-give you some normal items based on class, but not as good as when you would have given the right roleplay answer -give you the item you sort of asked for, in this example award the rogue's roleplaying a fighter with a shiny blinking heavy full plate which of these options would you think the best? |
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#2 |
Jack Burton
![]() Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 40
Posts: 5,459
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By giving the items asked for, you'll be shaping the character to it's behaviour, whereas by giving out better items for good roleplaying you are encouraging people to play their characters well.
You shouldn't have to adapt your module to accomodate players who cannot stay in character by going through the trouble of rebuilding their characters for them, which is why I would go with the lesser items instead. |
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