My point is, there's no point in discussing what D&D designers intended with skills, there WAS NO INTENT, except in 4e.
I largely agree with this. I was talking about the design of classic D&D (basically everything up through Moldvay Basic) which doesn't have skills other than thief ones.
But it does have the Reaction Table. So if you get a lucky roll and/or a CHA bonus, you can meet an ogre and have it be friendly, or at least not attack (
What you people doing in this dungeon?) without having to use spells. Of course spells can push the situation in the players' favour - but that's their main point in classic D&D. They're rationed "hero points" given an in-fiction rationale.
Classic D&D's reaction system worked, because it wasn't really a skill system, it was more of a 'world generation' system. There were no such things as 'reaction checks'. There was no point where the player called for a reaction role. At best they could ask for 'parley', or there were a few other specific points where it just got invoked (it was a factor in loyalty/morale, and also in hiring NPCs). Its effect was very clear, it generated a stance which the NPC involved would take. Everything from there was pure RP. The DM was expected to have some fictional explanation for whatever the reaction was.
Yes, I think this is broadly consistent with what I posted. Probably the most obvious way to oblige the GM to roll on the table is to initiate a parley, as you say. That can be looked at as a type of action declaration with the prospect of triggering a reframing. The CHA mod helps ensure that that reframing runs the PCs' way.
The role in loyalty and hiring processes also sits on that framing/action declaration interface. This is a point where I think Traveller is just clearer. From Book 3 (1977), p 23:
Reaction throws are made once, upon initial encounter. . . . Reactions are used by the referee and by players as a guide to the probable actions of individuals. They may be used to determine the response of a person to business offers or deals (often Admin or Bribery expertise will be used as a DM in such cases). Reactions govern the reliability and quality of hirelings and employees. Generally, they would re-roll reactions in the face of extremely bad treatment or unusually dangerous tasks.
Moldvay Basic, by way of contrast, has this (p B24; p B23 has the reaction roll as Step 6 of the Order of Events in One Game Turn):
Some monsters always act in the same way (such a zombies, who always attack). However, the reactions of most monsters are not always the same. The DM can always choose the monster's reactions to fit the dungeon, but if he decides not to do this, a DM may use the reaction table below to determine the monster's reactions . . .
There is no discussion of re-checks or ad hoc modifications; that is illustrated in the example of play.
The Traveller presentation (I think) more naturally suggests extension to a resolution process. It talks about the initial encounter but goes on to talk about responding to offers (and this is reinforced in the Bribery skill description). It's not as tight as (say) AW's
seduce or manipulate move. Even the Traveller descriptors on its table are more easily applicable to a wider range of circumstances (beyond encounters in a dungeon).
there was always a certain 'simulation' bent to D&D rules writing. The game originated as a tabletop wargame. With 2e they arrived at 'story teller GM' but with wargame-derived mechanics. This wasn't a 'design', it was just unanalyzed hackery, exigency piled on top of tradition to create an inchoate and incoherent 'system'.
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skills are just larded on top in a sort of simulationist reflex. There is no concept of how, when, why, or where they should be used.
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3.0 simply carried on with that. There's no coherent design reason for it. Diplomacy in 3.x is not some coherent chosen design decision that indicates that anyone was thinking about anything! IMHO 3.0 was garbage. It was written by people who didn't understand classic D&D AT ALL.
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3.5 was needed because 3.0 was a HOT MESS. Half the classes didn't work at all, casters were so OP it was not even funny, and then fundamentally at the core there was simply no workable conceptual process, no principles of design. Thus 3.5 failed as well. 4e was really invented because the designers at WotC THREW UP THEIR HANDS, plainly seeing that what they had was unfixable and was a terrible design for a game!
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5e is a bit in the middle, clearly Mike understood the problem, but somehow he couldn't bring himself to just improve the 4e approach (IE make a better SC-like system and keep the short skill list). So, now we have a lot of bad choices, but at least the list is fairly bounded. Skills are still kind of a 5th wheel without being tied to core resolution process, but at least they serve the 'RP signifier' purpose and some of them are pretty useful (IE the perception type skills and similar, and the physical skills basically do their job, the social ones are borked of course, but so it goes...).
I think I agree with this too. I don't have much experience with 3E, and have never tried to analyse it in detail. I do know that the maths for diplomacy is broken,
and there seems to be no theory/process for using it that goes anywhere beyond Moldvay's example in his Basic rules of the PCs encountering the hobgoblins.
Part of what makes the Moldvay reaction table work is that the CHA bonus is capped at +2 on a 2d6 roll; and Moldvay's example of play shows a GM adding in an ad hoc +1 for a friendly greeting. Classic Traveller is similar: it's a 2d6 rolls with no in-principle limits on adjustments but in practice unlikely to have anyone with more than +4 from skills. (I would add: the existence of CHA in Moldvay tends to crowd out the room for skill-based mods as well. Traveller doesn't have anything like a CHA ability - skills like Admin and Leadership and Carousing and Liaison fill this space.)
Whereas 3E Diplomacy is set up broadly like a reaction table, with DCs to shift a starting attitude to a better attitude (and a small risk of worsening the attitude as a result), but nothing in the game design that puts a bound on the maths.
I think the 3e Diplomacy system is at least partly harking back to the classic D&D reaction subsystem. It COULD work as a version of that, although it doesn't seem like the PROCESS to use it as such was developed. That is, in 1e AD&D the reaction system is codified right into the encounter resolution process as a distinct step. The option 'parley' is specifically called out and flagged as a thing that players should consider, and if they opt for it they do so at a specific point in the initial phases of an encounter. 3.x doesn't call any of this out, so it is at best nascent.
Yep. I wrote the paragraph above before adding in your second post (quoted just now).