A series of tangentially related thoughts...
Well said, but can't give you XP at this time
speaking in character and stuff is worth XP in my game.
But the actual resolution of the attempt, I prefer cold hard mechanics.
A series of tangentially related thoughts...
Here's some direct evidence...That's a rather circular assumption- and one in which I haven't seen much direct evidence for.
That's your assumption, not mine. That's nowhere near what I wrote.There's an assumption there that all speech is the same, and therefore no skill is involved.
I was thinking 'before', but either would do.The version before or after thieves?
Locks and traps are an odd case in old-school D&D. They're often presented both as puzzles the players are meant to solve and as more abstract obstacles a specific PC class is meant to solve.And in the latter, would you allow a fighter to be better at opening locks than a thief...
Again it depends. Feat of raw physical strength aren't analogous to puzzles. There's nothing for the players to 'solve'. There's no game there. So no, describing a pure feat of strength is meaningless.... our a mage to be better at bending bars based on his ability to describe the action?
Are you really suggesting LARPers aren't also simulating combat and magic use. If so, tell me where these people meet. I gotta check this out!Nonsense! I've been to any number of live-action events where sword-fighting has been done. Likewise magic has been performed by people accruing it out.
No. I was merely saying there is no absolute requirement to simulate things like trap-finding/disarming mechanics. This is not the equivalent of saying they shouldn't exist.So are you saying there should be no skills for such?
Note how dismissive 'talk a better game' is. As if players who enjoy solving in-game challenges more directly are kinda like BS artists. Oy...Or are you proofing that people who spend skill points on those skills can be trumped by people who simply talk a better game?
Less reading into, more reading out of, please.So you don't believe things such as oratory, debate, negotiation or social skills are trainable abilities. That explains a lot.
A reasonable assumption that does nothing to contradict what I wrote. Some people are good with mechanics, some are good a talking pretty, some sly devils are good both!If the game has a unified skill system, that player would probably be having problems with the system as a whole.
Yes.Do you allow such in a "just talking"?
Yes. Just talking relies on DM adjudication.Which brings up a different problem; just taking is completely left to the whim of the referee as to whether the attempt works.
The DM still needs to translate the skill check results into the appropriate NPC behavior, ie, the King won't give the PCs his entire army just because someone rolled a 32 for Diplomacy.I prefer rules-based backing on social tasks...
My group likes, trusts, and respects one another. We don't need to rely on bribes (though I wouldn't turn down the occasional bottle of bourbon, if any of my players are reading this...).... to hoping that the referee liked the pizza I fed him before my attempt.
I wasn't making that assumption. I'd let a tongue-tied player simulate Sir Rakehall interpersonal's skills.It isn't, but it IS wrong to assume that everyone can talk well enough to play Sir Rakehell the Glib convincingly.
I'm a firm believer in the same thing, Danny.And I firmly believe that a modern RPG should not discourage anyone from playing Sir Rakehell the Glib merely because their personal social abilities are somehow lacking.
So Sir Rakehill DOES have skills and those skills persist whether Sir Rakehill is played by a slick player or a tongue-tied player?I'd let a tongue-tied player simulate Sir Rakehall interpersonal skills.
Please rephrase. I don't understand what you're asking.So Sir Rakehill DOES have skills and those skills persist whether Sir Rakehill is played by a slick player or a tongue-tied player?
Now are you saying that you think ALL rolls should be out front? For example opposed checks like Bluff vs Sense Motive where the Sense Motive roll was hidden? I think I missed it if you had an opinion about this situation.
You said "Sir Rakehall interpersonal skills".Please rephrase. I don't understand what you're asking.
It's simple, really. Social encounters --ie, talking-- is the thing you need to simulate least.
Role-playing games are played by talking.
Isn't OD&D played more-or-less exactly like this?
It's not a double standard. It's a question of whether the in-game act requires simulating or not.
Things like sword-fighting and spell casting require simulating.
Things like disarming complex mechanical traps/puzzles doesn't outright require simulating; the trap can be described using words and maybe visualization aids, as can the solution process . This is a bit cumbersome using speech, but it can, and has, been done (often). The biggest problem with this is the need for a steady supply of new brain-teasing puzzles to spring on the players. The biggest advantage of this method is the feeling of accomplishment the players get for solving the problem themselves.
Things like speech, negotiations with NPCs are a special case. They don't require simulating at all. Everyone can just talk. And again, if it's the players own words that "win" the social encounter, they greater the feeling of accomplishment.
This may favor players who are better at talking. Then again, if you handle social encounters/negotiations with some sort of abstract system, then you favor players better with abstract systems/mechanics.
how much does in-game success depends on character ability, and how much comes from player ability?
A roleplaying game should not be so focused on the acting side that it forgets that the real challenges should be to the PC's abilities, not the players.