

At best it allows you to bypass those moments by throwing a piece of plastic at the table, which can tide you over once or twice but eventually everyone will realize what a crutch it is, and that the player is not able to pull off their lofty acting goal. D&D as a game does not have meaningful tools to bypass these casting restrictions in a satisfying way.

#Mulan rise of a warrior gifs professional#
This is why in actual professional acting, some people aren't cast into certain roles. If their "stupid" moments are charming or humorous and everyone at the table seems to agree on those two counts, then there's no need to pause the game - we're having a good time.ģ) In the game world, stupid characters shouldn't come up with clever solutions.Ĥ) If a player must refrain from playing, it's frustrating.ĥ) What if someone tries to play Gandalf, but can't come up with any wisdom? If a player is constantly acting entirely stupid, to be honest, usually I just pause the game and tell them to cut it out. Also, that means their character isn't so "dumb" after all, and we re-adjust accordingly as a party. Otherwise, utilize your notes, use your brain, and ask NPCs for information.Ģ) What if a clever player solves a puzzle? If you need to see how well you understand the dynamics of court or what you learned of dragons from when you were 8, before you became an adventurer, roll Intelligence. This solves an immense amount of the debate that goes on at the table. Intelligence does not measure a character's memory or ability to solve puzzles it is the player's wits that must be used in these situations. Intelligence is the measure of a character's knowledge prior to the start of play.

Intelligence for me has always been the Lamentations of the Flame Princess definition, not the 5e definition, and I make that clear at session 0: It also I think does the most with animation, if that makes sense? A lot of filters used, really solid camera-work, decent worldbuilding with those asteroid-mining trebuchets and the new saber lore of changing colors, fairly robust chase sequence and a lot of cool, "trad" lightsaber animation (like, no Studio Trigger plasma whips, no Science Saru afterimages, just boring safe but well-executed trad lightsaber combat), more so than we got in a lot of the other episodes. I'm not super upset that people love it - in the age of consumerism cool light sabers and "wow the purple saber guy just needed a talking to to calm down, what a mood" are just a lot more marketable. It also does the New Trilogy/Prequel Trilogy thing where neither numerical advantage nor being surprise-ambushed has any tactical relevance on who wins, which I think fans who view the New Trilogy as their Star Wars probably enjoy. The folks who love "new lightsaber tech", who like fast-and-loose Star Wars like with Solo: A Star Wars Story, and who view the Sith as a get-power-quick scheme as Kylo Ren seemed to experience it, rather than as a faith, religion, wiped out ethnic culture, and abject suffering, all wrapped up into one. Ninth Jedi is very much for the New Trilogy folks, I think.
