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D&D 5E [+] How can 5e best handle role playing outside of combat?

TheSword

Legend
The title is pretty self explanatory. [edit: Not that self explanatory so I’ve added in ‘best’ to direct us to find ways to handle roleplaying outside combat.] The thread is prompted by a poster in the Survivor Edition Thread who said it couldn’t handle situations outside of tactical combat.

I guess I would follow that up with a few supplementary questions.
  • What can it do outside of combat?
  • How would you maximize the opportunity?
  • What optional rules would you use?

It’s + thread folks.

[Edit.] Suggestions so far include plot points, skill tests, inspiration, backgrounds, reaction scores and factions.
 
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I am at a loss how someone can even ask that question. Hopefully someone will provide some explanations as to what they mean by roleplaying implying that it can only be used in combat whatever the edition of the game (and 5e even has some specific sections about this in the DMG)...
Many systems have mechanics that give the players as much ability to affect the outcome of a social situation as a fireball does to affect the outcome of a combat encounter. This is wholly in addition to, along side of, or outside of the player's ability to roleplay by having their character act as though they were a different person than they are or to suspend disbelief about an imaginary world or act out as an actor or voice actor a given character.

Indeed, many systems don't call them "encounters" at all. They call them "scenes" like you do in a movie, because every scene -- combat or otherwise -- is intended to move the story forward.

Many games have actual mechanics described and detailed in the book that give the players scene level control or even overall narrative control. Some systems are wholly collaborative storytelling and the game master doesn't prepare a storyline at all. It's up to the players to determine, drive, or alter the story, and they can do so directly from their character sheet as easily as in D&D a Rogue can pick a lock, a Wizard can cast a spell, or a Fighter can dispatch a goblin.

These are not generic resolution systems like 5e D&D's skills. They're deep mechanics with more narrow focus and more potent control. One recent example I can think of is from a Blades in the Dark video from Zee Bashew. In it, a PC playing a thief has to get past a guard. The player expends a resource, and says that the NPC recognized the PC as a former cellmate from a prison, and the NPC agrees to let the PC pass freely. The PC has now changed an NPC's backstory and contributed to the world and narrative.
 

Lyxen

Great Old One
Many systems have mechanics that give the players as much ability to affect the outcome of a social situation as a fireball does to affect the outcome of a combat encounter. This is wholly in addition to, along side of, or outside of the player's ability to roleplay by having their character act as though they were a different person than they are or to suspend disbelief about an imaginary world or act out as an actor or voice actor a given character.

I agree about this, but first this is only partially linked to roleplaying, and second even though some people are complaining that D&D does not have enough of a social situation mechanism, the DMG clearly has one, in Chapter 8, section "Social Interaction".

Indeed, many systems don't call them "encounters" at all. They call them "scenes" like you do in a movie, because every scene -- combat or otherwise -- is intended to move the story forward.

Many games have actual mechanics described and detailed in the book that give the players scene level control or even overall narrative control. Some systems are wholly collaborative storytelling and the game master doesn't prepare a storyline at all. It's up to the players to determine, drive, or alter the story, and they can do so directly from their character sheet as easily as in D&D a Rogue can pick a lock, a Wizard can cast a spell, or a Fighter can dispatch a goblin.

While I agree that some games do indeed have this, it is for me again something different than roleplaying.

These are not generic resolution systems like 5e D&D's skills. They're deep mechanics with more narrow focus and more potent control. One recent example I can think of is from a Blades in the Dark video from Zee Bashew. In it, a PC playing a thief has to get past a guard. The player expends a resource, and says that the NPC recognized the PC as a former cellmate from a prison, and the NPC agrees to let the PC pass freely. The PC has now changed an NPC's backstory and contributed to the world and narrative.

And that is not roleplaying either, all the player did was some narrative not even in character and technically spend a resource.

So thanks for the detailed answer, but first I don't think it really adresses the issue of roleplaying (in combat or not), and second I still have trouble linking it to OP's question.
 

Many systems have mechanics that give the players as much ability to affect the outcome of a social situation as a fireball does to affect the outcome of a combat encounter. This is wholly in addition to, along side of, or outside of the player's ability to roleplay by having their character act as though they were a different person than they are or to suspend disbelief about an imaginary world or act out as an actor or voice actor a given character.

Indeed, many systems don't call them "encounters" at all. They call them "scenes" like you do in a movie, because every scene -- combat or otherwise -- is intended to move the story forward.

Many games have actual mechanics described and detailed in the book that give the players scene level control or even overall narrative control. Some systems are wholly collaborative storytelling and the game master doesn't prepare a storyline at all. It's up to the players to determine, drive, or alter the story, and they can do so directly from their character sheet as easily as in D&D a Rogue can pick a lock, a Wizard can cast a spell, or a Fighter can dispatch a goblin.

These are not generic resolution systems like 5e D&D's skills. They're deep mechanics with more narrow focus and more potent control. One recent example I can think of is from a Blades in the Dark video from Zee Bashew. In it, a PC playing a thief has to get past a guard. The player expends a resource, and says that the NPC recognized the PC as a former cellmate from a prison, and the NPC agrees to let the PC pass freely. The PC has now changed an NPC's backstory and contributed to the world and narrative.
None of which is required for roleplaying. And whilst some people like mechanics which require them to fiddle with meta resources and allow the player to assume part-time GM duties, others find that this distracts from their immersion to their character and thus is detrimental to their roleplaying. It's just a matter of taste.
 

Bolares

Hero
Taking in to acount every RPG out there sure, 5e isn't great in resolving conflict outside of combat. Social interaction and exploration don't receive that much atention. BUT that has always been true in D&D. I think for D&D 5e is fine in that aspect. I could be done better, but the poster on the survivor thread seems to be just trying to hate on 5e because their choice didn't win the game...
 

Bolares

Hero
About what house rules I use... I really like skill challenges and try to do them often in 5e. I also have a chart with the relevant factions in the game and what are their plans, marking down their progress and how the players interact/interfere. But that is not shown to the players.
 

GuyBoy

Hero
I once gamed with a player who often stated, “ the rules define the fun.” I have no idea whether the quote was his or came from elsewhere. (Happy to be enlightened)
I think he had a point; the rules system does define things like combat, spell effects and what characters may do, as well as reflecting passage through a world in the sense of its impact on you ( trekking through Icewind Dale in light clothes for example)
All rule sets do that to extents, and in ways, that different gamers have views about. Personally, I love 5e and didn’t enjoy the rules set of 4e, but that’s my view only and has no more, or less, currency than anyone else’s.
So what really matters is the roleplay elements of the DM and the players, and how these interact. I think pretty much any system can be elevated into amazing if these work, and the reverse applies if they don’t.

So, yeah, 5e can handle roleplay really well outside of combat, or it can’t. Same for every other system. It’s not the system that’s key here.
 

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