Steely_Dan
First Post
*snip*
Last edited:
I think the problem here is the poll decided to exclude the middle option of 'I don't want it, but I don't mind it being in for others'.
If you don't actually want the rules, your only real legitimate way of expressing it in this poll is voting No, or taking the lemon curry option and posting about it here.
I thought that the "Yes but for other people" option is essentially the same as your "I don't want it, but I don't mind it being in for others" option. That is, you want it in the game for other people, but not for your own use. Just my take, though. As always, play what you likeI think the problem here is the poll decided to exclude the middle option of 'I don't want it, but I don't mind it being in for others'.
If you don't actually want the rules, your only real legitimate way of expressing it in this poll is voting No, or taking the lemon curry option and posting about it here.
I have no idea what you mean here. Can you please be more clear on what you're trying to say?Raping, is never good.
I have no idea what you mean here. Can you please be more clear on what you're trying to say?
The 'early in Next' is a tricky for me as well. I don't mind other people having it, but I certainly don't want WoTC prioritizing it above other modules that do interest me. That's partially just selfishness, and partially because my (obviously ad hoc and subjective) impression is that there are a number of other areas (tactical combat, 'gritty' play, alternative magic and healing, 4e and OSR emulation, etc.) that are of more interest that the wider community is more interested in- e.g., I don't particularly care about providing something that works like the 4e AEDU system, but I think there is a substantial body of people that do, and I'd like to see them get their fix before moving into areas that the game has not really focused on before.
The "No" vote, being listed after "Yes, but for other people" should be read as "No, screw everyone else, I'm the only one that matters"
And I'm not surprised that it's currently 3-1 over the "Yes but" option...
And no, I likely wouldn't use such a rule, but I'm not bitter enough to begrudge those that would.
But does it make sense to release the game and have little to no social modules with it? Especially if you are claiming to build the game around all 3 pillars?
I get that different people play the game for different reasons, but if you replace social interaction with die rolls, what kind of game are you playing?
I'm wondering if either of you has much familiarity with complex social interaction mechanics?this is just another thing to turn a ROLE-playing game into a ROLL-playing game. The role-playing is what makes these games. I can't imagine most people would want to simply roll some dice instead of actually role-playing out an encounter.
This is key (although perhaps we have slightly different conceptions of RPing). What I have in mind is - the system should work only when the player explains what his/her PC is doing in the fiction (eg what sort of thing s/he is saying to the NPC, with what goal in mind). Whether this is in 1st person or 3rd, and whether it is florid or prosaic, I personally care less about - 1st person and florid can be fun, but some of my best social encounter experiences have had plenty of prosaic 3rd person in there also.I want a mechanical system that only works when you're RPing.
That's not complex social interaction mechanics. That's the rather poor 3E Diplomacy skill mechanics.If your game consists of "I stand before the assembled armies and give an inspiring speech. I rolled a 14, plus 7 is 21! My DC was only 18." you may still be playing a role-playing game, but you're not actualy role-playing.
GM fiat is one way to go. I don't want it for social for the same reason I don't want it for combat - namely, I want the players to have a degree of agency, and I want the GM to be able to run his/her encounters hard without a conflict of interest between pushing hard and choosing what the resolution is.it basically removes the power from the DM. With stuff like this, the DM turns more into a rules referee than the Game Master. I would much rather role-play out the encounter and have the DM tell me what happens than to roll some dice and have the DM look at a chart and tell me "Ok, you succeeded."
I don't particularly care about providing something that works like the 4e AEDU system, but I think there is a substantial body of people that do, and I'd like to see them get their fix before moving into areas that the game has not really focused on before.
I'm not sure how familiar you are with 4e, but it has a complex social interaction mechanic - namely, the skill challenge. The advice on how to use the mechanic is a bit wanting, but the mechanic itself is reasonably robust (which is not to object to [MENTION=54877]Crazy Jerome[/MENTION] and others who want something richer and more overtly multi-dimensional).I think if there were no advanced social module, 5e would launch with a social interaction system that was already as good or better than the ones that we had in previous versions of D&D.
<snip>
D&D, frankly, has never been real big on modeling interactions through rules.
I've been wondering this for a whilen now.But does it make sense to release the game and have little to no social modules with it? Especially if you are claiming to build the game around all 3 pillars?