Roleplaying your Character’s Capabilities allows a player the opportunity to add a dramatic element by acting out their character’s actions. This drama often increases interest and investment through deeper campaign connections. Narrating in voice, using flourishes, changing the tone and content of their conversation to match their stat scores; This may be being rude and crude, making bad mistakes because of lack of intelligence or experience, etc. Generally, it makes it a more fun, more immersive experience for everyone in the game group. Elements that provide role-playing opportunities also give GMs new angles to involve characters and increase Rewards.
Differences in Player capability vs. Character capability…
Roleplaying this can be simply a matter of asking the GM of the character can get a check to notice or accomplish something. If the GM assesses the particular expression to warrant a check (or decide an automatic outcome is in order). Like most character facets, do not assume the GM remembers a relevant capability a character has; The worst outcome is a GM saying that its not relevant in the moment.
Actively role-play through an encounter! Articulate the exact steps your character takes, adding in details of which powers you use to add color to the story. Get up and act out what your character says and their mannerisms – pretend you are them and faced with the same circumstances. Don’t be afraid to be funny, scared, or serious – exaggerate the situation and emotions in order to make a point. What your character plans and says can often be enough for an obvious outcome.
We believe GM’s should encourage Players to role-play (and possibly grant bonuses to checks – from a minor +1, to [contentblock id=effect-adv1], or automatic success, rather than ONLY rely on the rules of the game to resolve encounters. This also makes for better GM narration. Good role-playing means the characters are engaged dramatically, one of the first steps to a truly memorable experience.
What if I don’t have the necessary Ability, skill, trait or power?
If your character does not seem to have the requisite proficiency to attempt an action and all other requirements are met, the GM may allow an attempt based on raw ability. Remember – part of challenge of role-playing is also acknowledging what you (AND your character – who may not have the experience to make the same informed decisions a player can) cannot do, and working within those limits. Use Feats or [contentblock id=effect-adv1] mechanics to push beyond the limits or rely on raw ability! The GM may allow the use of one of the modifying attributes (as appropriate to the situation) as a target level and require a Full Quality Result in absence of a normal check (assuming the character meets normal requirements). The quality requirement may be less the more role-playing draws out the scene explicitly.
At the heart of it all is role-playing – never let mechanics or rules stand in the way of or superseded good role-playing. Characters should be played using their defined knowledge, mannerisms, and abilities as best they can by both GM and player. Only the GM knows all the factors governing the situation, directing players to apply adjustments, or make them for the players when assessing the resolution.