The Shaman
First Post
I'm in that latter group as well.To use an example that is not a feature of a classic dungeon crawl, how about Diplomacy.I've seen this handled all sorts of ways. I've seen GMs who simply let the players put forth their plea to whomever they are trying to diplomacize and base the NPC's reaction purely on that. I've seen GMs allow players to simply say, "I'm doing Diplomacy. I rolled a 23." and base the NPC's reaction purely on that. I've seen GMs (and I'm one of these) who listen to the urgings the players make on behalf of their PCs and then have them roll.
Exactly.I'm not of the belief that a player needs to be a good orator in order to have his character persuade an NPC. But I like for them to at least make some effort at explaining the reasoning they are using with the NPC before they roll the dice because it lets me portray the NPC's reaction better (and, given what I know of the NPC's motivations, I may apply a bonus or penalty). And of course it gives them a reason to pay attention to the game world factors that might influence things.
The player doesn't need to be eloquent - that's what the skill roll is for - but she does need to frame the argument being used to persuade, and that argument is weighed in the context of events in the game-world, the personality of the npc, and opposition arguments.
For me, it's not dissimilar from the way most roleplaying games resolve combat. The player rolls to hit, but first the player must choose what her character is going to do and how she is going about it, and the results are shaped by what the referee does with the opponent as well.