MG.0,
I was just going to note that as soon as you move to a game involving dice, the question becomes what is the scope of what the dice control. Otherwise, you are just playing a diceless roleplaying game (which is also fine!).
For example, some people believe that a "sanity" mechanic has no place in games. After all, a player should get to choose if the PC is sufficiently ... in awe of the events around them.
You can make the same argument for intimidation. The DM rolls the intimidation check, the PC succeeds/fails, and then the PC decides how he reacts based on the success/failure.
Some DMs don't use checks *at all* for roleplaying- the PC doesn't get to roll to intimidate, the NPCs don't either. Some let the PCs only, and some, apparently, let the PCs and the NPCs roll. There is no right or wrong- just what works for that table. I am not sure it is tremendously helpful to describe a universal "How to play roleplaying game" that isn't accurate for other people. But if it works for you, that's great!![]()
Sure, with roleplaying games there are almost no universal truths, but what I listed is intrinsic to every game I've ever been part of. I would not participate in any game which takes it upon the dice to tell a player what his character wants* to do. To reduce characters to a bunch of stats that wholly describe their actions is to destroy any meaningful input from the player. While players are playing characters, they must not be subservient to it (the character) or you might as well be pushing checkers around a board. To remove the player from the choices their character makes is to break the game on a fundamental level.
Edit:
*In my list, the player's decision comes before any dice are involved.
Last edited: