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    Dump Stats and Dice: The Easy Way

    Chris Stevens · Oct 27, 2026

    There are hundreds, if not thousands of role-playing games out there – maybe even tens of thousands. They all look and act differently, but at their core they are all about gamers sitting around a table, taking on the roles of larger-than-life characters. Dice and character statistics are involved to mitigate actions fairly, while the act of role-playing is largely left ungoverned. When I say ungoverned, I’m referring to the game system’s rules – individual gaming groups (and GMs in particular) often step in to referee the act of role-playing, based on personal preferences.

    In this article, I’m going to suggest a way to role-play your character, based on his inherent abilities, stats, or attributes. If you refer to the article’s title, it says “The Easy Way.” Nowhere today will I say what is the best, or the correct way, only what I feel to be the easiest.

    I’ve been gaming for decades, and I’ve run the gamut of play-styles from fast and loose to strict and straight. In some games, the GM (myself included) has said that players need to play their characters according to their stat ratings, while others have said that it doesn’t matter what the numbers are – just play how you play.

    You know what I’m talking about: the character with a low Logic or Charisma (perhaps a dump stat), played by a gamer who portrays them with exceptional Logic or Charisma.

    “That’s a great plan, but according to your sheet, your character’s Logic is a 1.”

    “That’s a smooth way to talk Mr. Johnson into upping the pay, but your Charisma stat says otherwise.”

    I know you’ve come across this, because I’ve seen it over and over again. Well, I gotta say that I’ve grown pretty tired of it. After talking with a buddy the other day, I’ve decided that from now on I’m going to handle “playing by the numbers” the easy way.

    There are rules in place to show how well your character fires his rifle, scales the wall, or rigs his drone. You simply roll the dice, count your hits, and the result determines your level of success. Well, what about trying to convince Mr. Johnson to help your cause? Roll the dice, count your hits, and the result determines your level of success.

    Now, since this is a role-playing game, you’re going to need to actually speak (otherwise, you’re not playing a role). Where it gets muddy is in your oration – how much and how well you actually role-play it out can (in some groups) modify your roll. Oftentimes, a player is penalized (via house-rule) for not putting much effort into his oration, even if he has built his character to be the grandmaster face. Other times, the player gains a bonus to Con or Negotiation if he spits out some great soliloquy, even if he’s playing the tongue-tied troll.

    When your bulky, super-strong street samurai kicks in a door, all that is required is a stat roll. By that token, the same simple process should be required to solve a puzzle, or intimidate a group of NPCs. But it isn’t. This is a role-playing game, and most of us want to see at least some effort of role-playing when it comes to our mental stats. The problem is that everyone has different views on how the role-playing aspect of the game should be played.

    Your version of “below average Logic” may be different from mine, and you simply may wish to portray that differently than I. I may not wish to portray that at all. Intelligence can be described many ways. I may have sky-high SAT scores, but in actuality, be dumber than a stone. There are simply too many character characteristics and player opinions to dictate how a stat should be played.

    And that is why this part of the game is not covered in the rules. It simply can’t be governed universally from player to player, group to group.

    “So, how do you solve the puzzle so everyone is happy?”

    Well, first of all, if this is not causing any kind of problem in your group, and isn’t a puzzle, then it doesn’t need to be solved. Take the rest of this article as a flavor tool to spice up your character, and that’s it. If this does need to be addressed in your game, then take the following idea to heart.

    Some players like to role-play their stats religiously (to a scale that they feel is appropriate), while others don’t care what the number is – they’re going to play how they’re going to play, and the numbers are simply there to build dice pools. Neither way is right or wrong; it’s just preference.

    So, here’s a compromise. Players, pick one or more of the following aspects for your character for any mental attribute that you feel is below average. It’s completely up to you to decide on how many, as well as what attribute they fall under. Instead of playing a not-so-smart character “like an idiot,” or an uncharismatic character “like a social dipstick,” apply one or more of the following:

    • The character has trouble with memory. The player never writes down any game notes, so the character is forced to work off of his player’s memory.
    • The character has trouble with math (and keeps getting his cut of the nuyen wrong).
    • The character has trouble with reading.
    • The character has a twitch in his eye, one that the player shows at the table, often.
    • The character simply dresses like he’s definitely not from the sprawl, perhaps even from another continent.
    • The character spits in the face of authority at the slightest provocation, especially corp security and Lone Star.
    • The character has a weak spot for beautiful women (or men!).
    • The character is very gullible.
    • The character sees conflict in only black and white.
    • The character is too stubborn for his own good.
    • The character has an irrational fear of something common, like elevators or rain.
    • The character simply does not think in terms of strategy. Simple and direct is the way to go.
    • The character is rude and crass. Good manners are beyond him (or it’s simply easier to not care).
    • The character periodically has conversations with his invisible friend (probably a spirit; probably).
    • The character is a bit snobbish, especially around the SINless.
    • The character is well-balanced – he has a chip on both shoulders.

    I like using quirks and traits (like those above) because they’re a good compromise in how I role-play my character’s mental stats. Also, as an added bonus, they add to my character’s character in fun and creative ways.

    Wrapping it up…

    If a player has the most fun role-playing his stats one way, and another player has the most fun role-playing his stats the complete opposite way, who am I to say either is right or wrong? For me, the attribute + skill + dice roll determines the outcome. Let the player add whatever roleplaying correlation that he’s comfortable with.

    If a player character has a low Logic, I don’t cry foul when his player comes up with a great idea or solution in-game – if it’s a good idea that should work, then it works. But, for something that requires a die roll, I simply let the stats and dice figure out the results. His low Logic will affect what it needs to, which is the dice pool. Role-playing can certainly affect any given situation, but it’s the final number that settles any unresolved issues.

    I have completely obliterated one part of gaming that has been stressful, because I no longer feel it is my job to police how others play their characters. Understand that everyone gets enjoyment out of the game in different ways, which is why the rules really never try to govern role-playing.