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D&D 5E Using social skills on other PCs

Bill Zebub

“It’s probably Matt Mercer’s fault.”
Sigh. Sure, and if this is your point that all of it is meaningless, including any assertions you make about the game. Further, this kind of argument makes it seem like I'm reaching for Rule Zero or whatever rather than pointing out that the game makes this kind of allowance directly within the core game loop in the very first description of how play operates in the PHB. And continues to repeat it in multiple places. It's another bit of strawmanning.

I don't think that's sigh-worthy. I asked you myself, upthread, if you were just invoking rule zero, and since then several times I've been scratching my head, thinking, "This sure sounds like rule zero." So I don't fault @Charlaquin for assuming that.

Well, this would apply to many things, then, and we'd never be able to move to using ability checks so long as at least one player holds onto roleplaying. I don't think this case applies -- the GM decides when a given action declaration is uncertain. Monsters are explicitly allowed to take actions that are adjudicated like player actions in the loop (otherwise we're in trouble for a lot of other 5e play). So, the GM must have the authority to suspend roleplaying and move to a mechanical resolution. We can clearly see this in PC play -- when a player is roleplaying and an action appears to be uncertain, the GM can halt the roleplaying and ask for a check. This isn't controversial (I don't think). It's only when we consider if a non-PC does something that suddenly the GM lacks any general authority to make this switch? And that this is a second order effect from another rule because it's not clearly stated to be the case?

Again, because it seems I'm being treated poorly here, I 100% agree that PCs being immune to CHA proficiencies is RAI. I 100% agree that this approach lends to better play at my table than the alternative and that I will advocate for using it. HOWEVER, I find the argument you are proposing to support your claims, and the claim that this is the best logical interpretation of the rules, is terribly flawed and is actually a circular argument where you're assuming your conclusion in your premise. I'm arguing against the argument, here, not the position the argument is trying to support.

I can think of 4 possibilities here:
1) You are, in fact, being "treated poorly" (although I don't think so)
2) Your arguments are so far over our heads that we poor mortals can't follow along
3) You aren't as clear as you seem to think
4) Your logic is flawed

I'm betting on #3, although maybe there's some #4 in there.

What I'm having trouble figuring out is the place where you and @Charlaquin diverge. Is it possible that you're disagreeing about order of precedence between "the player decides" and the description of the play loop? That is, @Charlaquin thinks the play loop is the more general, and the "the player decides" is more specific, and you think it's the other way around?

And how is it, if you're not relying on the "player decides" passage, that you conclude that PCs are immune to Cha proficiencies by RAI? (I had to re-read that to make sure you weren't saying that it's simply a fundamental belief of yours. But, nope, you are in fact saying it's in the rules.)
 

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Charlaquin

Goblin Queen (She/Her/Hers)
Sigh. Sure, and if this is your point that all of it is meaningless, including any assertions you make about the game. Further, this kind of argument makes it seem like I'm reaching for Rule Zero or whatever rather than pointing out that the game makes this kind of allowance directly within the core game loop in the very first description of how play operates in the PHB. And continues to repeat it in multiple places. It's another bit of strawmanning.
It’s not an attempt at straw manning, it’s a defense against it. People keep arguing as if I’m claiming something I’m not - that the rules somehow disallow the DM from ruling that an action made to force a PC to make a certain decision is uncertain. I’m not, and my position is that the rules don’t disallow this, or any other ruling. I do think than any assertion about what the DM can’t do is meaningless. I do, however, think there is meaning in distinguishing between what the rules instruct the DM to do (which is to say, support the DM in doing), and what they do not. I believe this to be the latter.
Well, this would apply to many things, then, and we'd never be able to move to using ability checks so long as at least one player holds onto roleplaying. I don't think this case applies -- the GM decides when a given action declaration is uncertain. Monsters are explicitly allowed to take actions that are adjudicated like player actions in the loop (otherwise we're in trouble for a lot of other 5e play). So, the GM must have the authority to suspend roleplaying and move to a mechanical resolution.
No, most things don’t require a suspension of roleplaying, because most things don’t force the PC to make a decision contrary to the player’s intent.
We can clearly see this in PC play -- when a player is roleplaying and an action appears to be uncertain, the GM can halt the roleplaying and ask for a check. This isn't controversial (I don't think). It's only when we consider if a non-PC does something that suddenly the GM lacks any general authority to make this switch? And that this is a second order effect from another rule because it's not clearly stated to be the case?
No, the DM doesn’t need to halt roleplaying to resolve an action unless that action would prevent roleplaying, as defined in the rule we keep arguing about. And I’d the action would do so, I don’t believe the rules would support the DM in ruling the action as uncertain, whether it’s a PC or an NPC taking it.
Again, because it seems I'm being treated poorly here,
And again, this is not my intent. I’m sorry if I keep giving you the impression that I’m not treating your position fairly, but I am trying to argue in good faith here.
I 100% agree that PCs being immune to CHA proficiencies is RAI. I 100% agree that this approach lends to better play at my table than the alternative and that I will advocate for using it. HOWEVER, I find the argument you are proposing to support your claims, and the claim that this is the best logical interpretation of the rules, is terribly flawed and is actually a circular argument where you're assuming your conclusion in your premise. I'm arguing against the argument, here, not the position the argument is trying to support.
I understand that. I once again am not claiming my position is the best logical interpretation of the rules. I think my position does make logical sense; I think other positions have mage logical sense as well. There was one person who’s counter arguments were not well logically founded and I stopped engaging with them because it was clear they and I weren’t going to be able to get anywhere. I think I’ve demonstrated how my conclusions flow from the rules as they’re written, and I think it’s pretty clearly not circular. If you disagree, I don’t know what else to say other than to continue to respond in rebuttal to the objections you raise to my arguments and let anyone who’s actually still reading this thread draw their own conclusions from our arguments.
 

Voadam

Legend
Is there anything in the rules that says you can't try to "use Intimidate" on a tree?
Might depend on the tree and what you were attempting to do.

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Charlaquin

Goblin Queen (She/Her/Hers)
In my 5E game, I try to test the PCs by presenting them with opportunities to play/give in to their personal characteristics (TIBFs), which in a social encounter sometimes takes the form of an NPC putting pressure on those characteristics. If the player has their PC do what the NPC wants, they get inspiration, which I encourage them to spend at every opportunity, so I can continue to apply pressure with the goal of exploring and developing the character.
A fantastic approach if you ask me!
 

Charlaquin

Goblin Queen (She/Her/Hers)
What I'm having trouble figuring out is the place where you and @Charlaquin diverge. Is it possible that you're disagreeing about order of precedence between "the player decides" and the description of the play loop? That is, @Charlaquin thinks the play loop is the more general, and the "the player decides" is more specific, and you think it's the other way around?

And how is it, if you're not relying on the "player decides" passage, that you conclude that PCs are immune to Cha proficiencies by RAI? (I had to re-read that to make sure you weren't saying that it's simply a fundamental belief of yours. But, nope, you are in fact saying it's in the rules.)
If I’m understanding @Ovinomancer correctly, they believe it’s RAI only because Jeremy Crawford has said so on Twitter (apparently; I don’t follow him on Twitter myself). They do not think the RAW actually makes this clear, but think it’s the best way to run the game anyway, and thinks it should be a matter of the social contract, not of rules interpretation.
 

Ovinomancer

No flips for you!
I don't think that's sigh-worthy. I asked you myself, upthread, if you were just invoking rule zero, and since then several times I've been scratching my head, thinking, "This sure sounds like rule zero." So I don't fault @Charlaquin for assuming that.
Well, I've already dealt with that both with you and @Charlaquin before, and here the authorities I'm talking about don't even need to reach for Rule Zero -- they're core to the basic play loop. The reaction that Rule Zero allows for anything does indeed make it seems like my argument goes there and ignores that it's already encapsulated within that basic play loop. It's a strawman argument and I'm just weary of such things being trotted out first to discredit rather than address. The first time, okay, the second and I'm already tired of it.
I can think of 4 possibilities here:
1) You are, in fact, being "treated poorly" (although I don't think so)
2) Your arguments are so far over our heads that we poor mortals can't follow along
3) You aren't as clear as you seem to think
4) Your logic is flawed

I'm betting on #3, although maybe there's some #4 in there.

What I'm having trouble figuring out is the place where you and @Charlaquin diverge. Is it possible that you're disagreeing about order of precedence between "the player decides" and the description of the play loop? That is, @Charlaquin thinks the play loop is the more general, and the "the player decides" is more specific, and you think it's the other way around?

And how is it, if you're not relying on the "player decides" passage, that you conclude that PCs are immune to Cha proficiencies by RAI? (I had to re-read that to make sure you weren't saying that it's simply a fundamental belief of yours. But, nope, you are in fact saying it's in the rules.)
The current argument is that there is a switch between roleplaying and mechanics at some point. I find this to be not a great formation, but I'm trying to argue within the premises as presented. Otherwise we'd still be back a long ways. So, if we accept that there's a break between modes -- roleplaying and mechanical resolution -- then we have to accept that someone has the authority to call that break and enforce it. This is trivially done as it has to be the GM using the basic play loop. So, in normal play, we can be roleplaying through something where the GM has described the scene, and we're in the mode of roleplaying where both sides are largely free-playing these interactions without formal structure. There's still the action/resolution loop here, but it's less structured. That is, until the GM determines something has an uncertain outcome in the roleplaying and effectively calls a halt to roleplaying to move to the more formal ability check (or other applicable mechanic) resolution. I don't think that this is contentious.

So, then, if we consider how an NPC action might work, we might assume the same authorities. However, the argument put forward is that there's no clear authority assigned to move the game from roleplaying to mechanics if it's not a PC action being uncertain, or if it's not an NPC action that isn't a CHA ability check. This is important because there was a discussion that moving out of roleplaying mode to mechanical resolution mode would set aside the Roleplaying Rule argument. So, it needs to be asserted that no such authority to move from roleplaying to mechanics is present for social moves because then we're out of the umbrella of the Roleplaying Rule and CHA ability checks might be allowable to be deployed. My argument here is that this is pure special pleading. There's nothing unique or called out that would single out social moves by NPCs or monsters to change the normal rule that the GM has the authority -- the same authority it is absolutely uncontested for non-social moves by NPCs or any moves by PCs -- and that some explicit call-out is necessary to locate this authority. This is just saying "this is different because I want it to be different." It's not a sound argument.

As for the whole argument for the Roleplaying Rule, this is what I'm calling circular, but it has it own share of special pleading. It starts with the necessary assertion that all text not explicitly called out otherwise is rules. This is a necessary assumption because otherwise the single sentence in the section on Roleplaying on pg 174 of the PHB is very hard to argue for as a general rule rather than advice or a loose definition of what roleplaying can be. So, to start we have an assumption that's necessary to preserve the core argument of the position. This is then extrapolated into the GM cannot call for a NPC social move check against a PC because the Roleplaying Rule blocks all question of uncertainty. This, at least, follows. Thus, the conclusion is that social moves cannot be deployed against PCs absent a specific exception. This is where the special pleading starts. Monster proficiencies are claimed to be only there for characterization and for GM solo play (ie, when the GM is rolling dice between NPCs and this doesn't involve the PCs at all). The wording on ability checks, which makes no distinction between abilities and how NPCs use them (within the play loop) is actually meant to be understood as all abilities except CHA unless specifically excepted. The fact that the level of exception that a spell like Charm Person has is identical to the that in the description of CHA ability checks is also ignored or vaguely questioned or rests on "well, I think it's different" even though that's not a logically sound argument. And, for one of my favorites, there needs to be a distinction between what a PC knows and what a PC thinks about what a PC knows. This constitutes a raft of special pleading to preserve the initial assumption that supports the premise that presumes the conclusion. I mean, we start with the premise the it's a rule that only players direct PC thoughts and find out, at the end of the chain, that only players direct PC thoughts. It's entirely circular.

And, if we discard the premise of the Roleplaying Rule, then none of the issues that have to be pleaded away are actually a thing. Monster proficiencies make perfect sense. The rules for ability checks are restored and have no conflicts. There needs not be a difference imagined between what a PC knows and what a PC thinks about what a PC knows. The level of exception for Charm Person and social moves evaporates. None of these things are a requirement or consideration if we don't have the Roleplaying Rule! This is what clearly exposes these as special pleading -- the needed explanation of how these work becomes unnecessary if we don't have the same initial premise, which clearly shows that such readings are a function of the premise and not anything inherent to those particular bits of rules. When the nature of core bits of rules change with the premise, that's in indication that it's the premise driving rather than analysis of the rules.

And I say ALL of this as someone that thinks the conclusion is one that I believe to be promotes better play for a raft of reasons. I just cannot support the RAW argument that it is so. Ends and means.
 

Ovinomancer

No flips for you!
It’s not an attempt at straw manning, it’s a defense against it. People keep arguing as if I’m claiming something I’m not - that the rules somehow disallow the DM from ruling that an action made to force a PC to make a certain decision is uncertain. I’m not, and my position is that the rules don’t disallow this, or any other ruling. I do think than any assertion about what the DM can’t do is meaningless. I do, however, think there is meaning in distinguishing between what the rules instruct the DM to do (which is to say, support the DM in doing), and what they do not. I believe this to be the latter.
The only argument you have for this is the assumption that all text not otherwise stated is rules, and that this means the single sentence on pg 174 of the PHB under the heading "Roleplaying" is a controlling rule. To do this, you have to discount other written text, like monsters having proficiencies. You do this by suggesting these only exist for GM solo play, which is as unsupported by anything else in the rules as you assert that NPCs making social moves against PCs being adjudicated via ability checks is unsupported. Your claims include the very thing you're saying they are standing against! Multiple times over! It's a flawed argument, as flawed as the one you are trying to argue against. The rules suck for support for either position, and both have to essentially start from begged questions. There is no clear path through RAW to either argument. This is what I've been arguing all along -- your argument is as flawed and possesses many of the same qualities as what you say it's better than. To me, they're both terrible arguments. They both rely on begged questions and special pleading. The issue with using social moves on PCs is that they're utterly toothless -- why bother with a thing if it has no impact?

Again, I admire the end goal, but I do not agree with the means you're pushing to get there.
 

Maxperson

Morkus from Orkus
One of the arguments seems to be there is no contradictions between ability checks as written and player decides because of the uncertainty aspect of ability checks.

It seems that absent the roleplay rule the ability checks rule would on their face apply to attempts to mechanically influence PCs the same way an NPC can attempt to stabilize a dying PC as an example of a wisdom medicine check resolution. The language and concepts both conceptually include both PCs and NPCs. It is because of the roleplay rule that the not certain outcome comes into effect cutting off ability check applicability for the charisma checks.

So on their own ability checks are a rule that specifically apply to attempts to influence PCs. Which directly contradicts the roleplay rule.
That isn't how specificity works. You can't just assume some things and say other things are implied, so it's specifically doing something. Specific requires something to be explicitly specified. At least under the common usage of specific, which is what 5e uses.
It is only with the addition of the roleplay rule that results go from uncertain to not uncertain and so ability checks change to no longer apply and therefore no longer contradict the roleplay rule. If the ability checks did not have the explicit statement of uncertainty inapplicability or did have a statement of an explicit example of affecting a PC there would be a direct contradiction and ability checks would again be useable under this logic chain.
This is like saying that if there were no rules for how to hit something, the player could just choose to hit monsters. But since there are rules on how to hit things, you can't just decide to hit monsters. Well, yeah. That's how rules work. Every rule added to a game changes how it is played. ;)

We have a general RP rule that allows players to determine with certainty whether they are affected by social skills or not. We have no specific rules in the social skills or social interaction sections that contradict that.
 


Bill Zebub

“It’s probably Matt Mercer’s fault.”
Well, I've already dealt with that both with you and @Charlaquin before, and here the authorities I'm talking about don't even need to reach for Rule Zero -- they're core to the basic play loop. The reaction that Rule Zero allows for anything does indeed make it seems like my argument goes there and ignores that it's already encapsulated within that basic play loop. It's a strawman argument and I'm just weary of such things being trotted out first to discredit rather than address. The first time, okay, the second and I'm already tired of it.

The current argument is that there is a switch between roleplaying and mechanics at some point. I find this to be not a great formation, but I'm trying to argue within the premises as presented. Otherwise we'd still be back a long ways. So, if we accept that there's a break between modes -- roleplaying and mechanical resolution -- then we have to accept that someone has the authority to call that break and enforce it. This is trivially done as it has to be the GM using the basic play loop. So, in normal play, we can be roleplaying through something where the GM has described the scene, and we're in the mode of roleplaying where both sides are largely free-playing these interactions without formal structure. There's still the action/resolution loop here, but it's less structured. That is, until the GM determines something has an uncertain outcome in the roleplaying and effectively calls a halt to roleplaying to move to the more formal ability check (or other applicable mechanic) resolution. I don't think that this is contentious.

So, then, if we consider how an NPC action might work, we might assume the same authorities. However, the argument put forward is that there's no clear authority assigned to move the game from roleplaying to mechanics if it's not a PC action being uncertain, or if it's not an NPC action that isn't a CHA ability check. This is important because there was a discussion that moving out of roleplaying mode to mechanical resolution mode would set aside the Roleplaying Rule argument. So, it needs to be asserted that no such authority to move from roleplaying to mechanics is present for social moves because then we're out of the umbrella of the Roleplaying Rule and CHA ability checks might be allowable to be deployed. My argument here is that this is pure special pleading. There's nothing unique or called out that would single out social moves by NPCs or monsters to change the normal rule that the GM has the authority -- the same authority it is absolutely uncontested for non-social moves by NPCs or any moves by PCs -- and that some explicit call-out is necessary to locate this authority. This is just saying "this is different because I want it to be different." It's not a sound argument.

As for the whole argument for the Roleplaying Rule, this is what I'm calling circular, but it has it own share of special pleading. It starts with the necessary assertion that all text not explicitly called out otherwise is rules. This is a necessary assumption because otherwise the single sentence in the section on Roleplaying on pg 174 of the PHB is very hard to argue for as a general rule rather than advice or a loose definition of what roleplaying can be. So, to start we have an assumption that's necessary to preserve the core argument of the position. This is then extrapolated into the GM cannot call for a NPC social move check against a PC because the Roleplaying Rule blocks all question of uncertainty. This, at least, follows. Thus, the conclusion is that social moves cannot be deployed against PCs absent a specific exception. This is where the special pleading starts. Monster proficiencies are claimed to be only there for characterization and for GM solo play (ie, when the GM is rolling dice between NPCs and this doesn't involve the PCs at all). The wording on ability checks, which makes no distinction between abilities and how NPCs use them (within the play loop) is actually meant to be understood as all abilities except CHA unless specifically excepted. The fact that the level of exception that a spell like Charm Person has is identical to the that in the description of CHA ability checks is also ignored or vaguely questioned or rests on "well, I think it's different" even though that's not a logically sound argument. And, for one of my favorites, there needs to be a distinction between what a PC knows and what a PC thinks about what a PC knows. This constitutes a raft of special pleading to preserve the initial assumption that supports the premise that presumes the conclusion. I mean, we start with the premise the it's a rule that only players direct PC thoughts and find out, at the end of the chain, that only players direct PC thoughts. It's entirely circular.

And, if we discard the premise of the Roleplaying Rule, then none of the issues that have to be pleaded away are actually a thing. Monster proficiencies make perfect sense. The rules for ability checks are restored and have no conflicts. There needs not be a difference imagined between what a PC knows and what a PC thinks about what a PC knows. The level of exception for Charm Person and social moves evaporates. None of these things are a requirement or consideration if we don't have the Roleplaying Rule! This is what clearly exposes these as special pleading -- the needed explanation of how these work becomes unnecessary if we don't have the same initial premise, which clearly shows that such readings are a function of the premise and not anything inherent to those particular bits of rules. When the nature of core bits of rules change with the premise, that's in indication that it's the premise driving rather than analysis of the rules.

And I say ALL of this as someone that thinks the conclusion is one that I believe to be promotes better play for a raft of reasons. I just cannot support the RAW argument that it is so. Ends and means.

Thanks. That was actually a really good synopsis.

My first reaction is that maybe you are using "Cha skills" as shorthand, but I think it's really about any action (that isn't a named ability with defined mechanics that explicitly override the general with the specific) that causes loss of decision-making. The simplest case is if the orc uses Strength (Intimidate) instead of Charisma (Intimidate). Or maybe it's an NPC trying to keep the PC's attention with Dexterity (Sleight-of-hand) card tricks. The point being that it's not that "Cha" has special rules, but that any attempt to get the PC to do something...again, in the absence of specific rules that override the general case...ultimately relies on the player agreeing to do it. It just so happens that the most obvious examples of that use Cha skills.

That might seem like just a semantic distinction, but part of your argument seems to rest on why this one attribute, out of six, is a special case. And I don't think it is.
 

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