Gentlegamer
Adventurer
I just threw up in my mouth a little.Kae'Yoss said:
I just threw up in my mouth a little.Kae'Yoss said:
And by bad do you mean more popular than it has ever been with nearly 4 times the players it had in the two previous editions combined? Or do you mean bad like in superbad? or bad from the late 80s definition of super cool?Mallus said:By that logic, D&D didn't become a roleplaying game until 3rd edition, at which time it became a bad one.
I do.Kae'Yoss said:So you think it's alright that a guy who can talk straight is able to have a character who is a great diplomat even though he doesn't put any of his character's resources into into things that would support it.
So what? There are worse things that can happen in game. Player disinterest and lack of participation, for instance.That way, his character will be a combat machine and master diplomat.
Coherent rules can help make a bad DM better by giving him clear guidelines to follow. The reason most DMs turn out to be bad ones is because the rules are unclear and they have to make them up themselves or try to interpret them. Now, DM'n has a lot of skills in it, certain extra skills make you great. One of them is understanding game structure. Most DM's don't know this nor do they need to if they understand the rules. Bad DMs however don't understand the rules and lack understanding in game structure to make up their own rules.RFisher said:In my experience, you have the "bad DM" & the "not bad DM". The game with social rules is just as bad under the "bad DM" as the game without social rules. Likewise, the game without social rules is just as good under the "not bad DM" as the game with social rules.
I've never seen rules make a "bad DM" better. (Broken record time: Only maturity & experience can do that.) If you have an adequate-or-better DM & mature players, then you don't need rules to make him fair. And the "bad DM" evolves or gets replaced in short order.
You know, Rich Burlew (of Order of the Stick fame) posted a rewrite of the Diplomacy skill that was based on bribery/stake-setting. It's free on his website, and is open content. I also happen to like it a lot.Victim said:Some kind of stake setting or bribery mechanic for social interaction would be preferable to the persuade hammer approach.
QFT. In games where you can just talk your way through encounters without having to look at your social skills, Cha becomes even more of a preferred dump stat than it already is. Why worry about having any Cha at all, if you know that you can out-talk the DM, and by extension, his characters?BryonD said:Exactly.
I've yet to meet a human being actually capable of the kind of fast talk that would be needed to achieve the things that some characters do in my game.
If you want want to try your own skills at it fine, I'm game. You'll get a fair trial. Then the dragon will eat you.
Even worse is when somebody dumps their CHA and then wants to act out a brilliant social triumph. To me it is crazy talk to say that you are using RP over rules when you are not even faithfully roleplaying the character.
On the other hand, you CAN use the rules and also roleplay the results.
I disagree with your opinion.DonTadow said:The reason most DMs turn out to be bad ones is because the rules are unclear and they have to make them up themselves or try to interpret them.
The simpler answer is that different players enjoy different aspects of role-playing, and, in fact, even define the act in very different ways. Having a set of coherent rules won't change that.The reason why you have such a disparity in role playing and role playing rules in dungeons and dragons (despite social skills rules being in the majority of the other popular systems) is the lack of social rules in the game.