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<blockquote data-quote="Guest 6801328" data-source="post: 7742648"><p>I'll note that at least in some systems the mechanics you are describing are not there. In 5e, for example, there is a combat mechanic that says that if you roll above a specific DC you reduce your targets HP by a deterministic amount.</p><p></p><p>But there's no corollary for social "hitting". The rule for "Persuasion" does not say specify the result for a success (with exceptions being very clearly defined); really the only conclusion we can draw from a success is that you are persuasive. Whatever that means.</p><p></p><p>It would be like having a combat mechanic for attack rolls that didn't specify the damage. In such a (strange) circumstance I would conclude that the results are meant to be narrated. But that's exactly the case for social skills in 5e, and other systems.</p><p></p><p>Now, other systems may have the mechanics you describe, treating social encounters more like combat, and I think it's fair to say that if those mechanics do exist, then a player who wants to render themselves immune are not really following the rules of that game. As you claim.</p><p></p><p>I don't think anybody here disagrees with you that it's defying the rules; they/we are just saying that we don't like those mechanics and either wouldn't choose those games or would house-rule the mechanics.</p><p></p><p>I think the conversation would be most productive if, instead of arguing whether or not it's <em>breaking</em> rules, we discuss the pros and cons of <em>having</em> those rules.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7742648"] I'll note that at least in some systems the mechanics you are describing are not there. In 5e, for example, there is a combat mechanic that says that if you roll above a specific DC you reduce your targets HP by a deterministic amount. But there's no corollary for social "hitting". The rule for "Persuasion" does not say specify the result for a success (with exceptions being very clearly defined); really the only conclusion we can draw from a success is that you are persuasive. Whatever that means. It would be like having a combat mechanic for attack rolls that didn't specify the damage. In such a (strange) circumstance I would conclude that the results are meant to be narrated. But that's exactly the case for social skills in 5e, and other systems. Now, other systems may have the mechanics you describe, treating social encounters more like combat, and I think it's fair to say that if those mechanics do exist, then a player who wants to render themselves immune are not really following the rules of that game. As you claim. I don't think anybody here disagrees with you that it's defying the rules; they/we are just saying that we don't like those mechanics and either wouldn't choose those games or would house-rule the mechanics. I think the conversation would be most productive if, instead of arguing whether or not it's [I]breaking[/I] rules, we discuss the pros and cons of [I]having[/I] those rules. [/QUOTE]
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