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D&D 5E Using social skills on other PCs

Bill Zebub

“It’s probably Matt Mercer’s fault.”
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.

Out of curiosity, is monsters having proficiencies really just an example of "other written text" that you have to discount, or is it actually the only other written text that seems to conflict with page 174?

Because, as far as I can recall, all the other potential passages unambiguously describe unidirectional (player -> NPC) interactions. But maybe I'm forgetting something.
 

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Maxperson

Morkus from Orkus
there are times there is uncertainty, you choose to rush past this with DM fiat, and that is fine. I can even understand how you read that. I just don't understand how you can read "THE ORC HAS +2 Intimidate, AND THAT MEAN THEY CAN BE ANYWHERE FROM LAUGHABUL TO DOWN RIGHT SCARY" and think that there is no uncertainty in any reading of it...
That's not what the roll is there to determine. A low intimidation roll by an orc does not mean that he was laughable. He was scary indeed, because if you're trained to be scary, you aren't going to screw it up that badly. The low roll is only to determine the outcome of, "Is the target intimidated or not?" With a 3, the answer will very likely be no, the scary orc did not intimidate the target. Since the RP rules allow the player to determine the outcome, there isn't a roll, since there is no doubt that the scary orc will either succeed or fail per the player's decision.

You can of course house rule in that there's some sort of roll to determine if the orc was scary or laughable, but the ability check rules as written do not support that roll.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
If JC posted that social skills can't be used to influence PCs, why isn't somebody asking him on Twitter why some monsters have those proficiencies?

I don't really find "to be used on other NPCs" very persuasive. I think it's a roleplaying/narration cue...a "tag", if you will...for DMs.
 

Maxperson

Morkus from Orkus

Skills​

Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)

For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.

The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability.
That's not a rule allowing rolls to determine how good someone is at something. That's a rule stating rolls are to determine success or failure.

Also, please note the second bolded portion. If you are proficient you are automatically particularly good at that skill, which means that you aren't going to be laughable at it no matter how poorly you roll.
 

iserith

Magic Wordsmith
If JC posted that social skills can't be used to influence PCs, why isn't somebody asking him on Twitter why some monsters have those proficiencies?

I don't really find "to be used on other NPCs" very persuasive. I think it's a roleplaying/narration cue...a "tag", if you will...for DMs.
I mean, it certainly can be used to resolve interactions between NPCs/monsters. Or used in contests when the PCs and NPCs are trying to convince another group of NPCs to do something. I've run plenty of situations that engage with them that way. I also think it's a tag. Clearly some DMs use them to inform their descriptions, but calling it an ability check is just not correct since it lacks all the criteria for what makes an ability check. It's just a weighted die roll for flavor at that point. Totally unnecessary in my view since I get to describe things however I want.
 

Charlaquin

Goblin Queen (She/Her/Hers)
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 am not trying to say that you are reaching for rule zero. I am saying that I don’t believe there’s any point in arguing about what the rules permit the DM to do, because they permit anything. I say this as a defense against the repeated assertions that I’m claiming the rules disallow the DM from resolving actions taken to force a PC to make a particular decision by way of an ability check. I am not. I am only saying that I do not see anywhere in the rules where it is suggested that the DM ought to do so.

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.
Ah, ok, I see the confusion here. I too am arguing the premise as presented by @clearstream as a means of resolving the conflict with the “roleplaying rule.” They presented the argument that the “roleplaying rule” represents a dichotomy between roleplaying - wherein the player decides what their character thinks, says, and does - and mechanics, wherein the rules say what the PCs think, say, and do. They suggested that the DM has the authority to suspend roleplaying (as they are defining it here) in order to rule that an action made with the intent of forcing a PC to make a particular decision has an uncertain outcome. Rather than dispute the premise of this position, I argued it as presented, saying that I do not see a suggestion in the rules that the DM ought to “suspend roleplaying” in order to get around the “roleplaying rule.” Is that a bit clearer?
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.
I am not engaging in special pleading. My critique of the “suspending roleplaying” argument as presented is that the rules do not seem to suggest that the DM ever suspend roleplaying. On the contrary, the same rules state that roleplaying is involved in all parts of the game, so suspending it would seem to go against that. The only thing that’s “special” about actions made to force a PC to make a particular decision is that they are the only type of action that, as far as I can tell, would require the suspension of roleplaying in order to allow to have an uncertain outcome in the face of the “roleplaying rule.”
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.
Yes. This is and has always been my position.
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.
This is not so. In my reading, CHA checks are no different than any other ability check in that they can be used in what you call DM solo play. CHA checks are also no different than any other checks in that they cannot be used to force a player character to make a specific decision. My position treats all ability checks as equal in this.
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.
Charm Person imposes a specific exception to the “roleplaying rule.” It says that the affected character has the Charmed condition (which has specific rules that contradict the roleplaying rule) and it says that the charmed creature treats the caster as a friendly acquaintance - again, a contradiction of the roleplaying rule, assuming the charmed creature is a PC.
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.
I don’t think we’ll be able to agree on this, because I can’t fathom how one could conflate what someone knows with what someone thinks. Knowledge is information a person has access to. Thought is mental manipulation of information. The roleplaying rule, as I read it, says that the player gets to decide what to do with information they have access to (“decide what the character thinks”). Character knowledge is independent of this. To trot out a very tired example, a player may think they know that fire stops a troll’s regeneration, and the roleplaying rule allows them to decide that their character thinks that as well. But, if the DM is using a custom stat block for a troll that gains temporary hit points when it takes fire damage or whatever, then what the player has decided the character thinks clearly does not line up with reality; they do not actually know that the troll’s regeneration will be stopped by fire damage (because it won’t). They can declare some action with the intent of gaining this information, such as thinking back to their grandfather’s stories of trolls to try and remember if they have any special weaknesses. The outcome of this would probably be uncertain, or at least, the roleplaying rule does not preclude it’s uncertainty, because it says the player decides what the character thinks, not what they know.
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.
For the reasons above, I don’t believe any of these “issues” are a thing if we assume the roleplaying rule are actually a thing. You seem to be stating that they are issues with my interpretation, and then accuse me of engaging in special pleading when I demonstrate why they are not.
 

Maxperson

Morkus from Orkus
It's easy to get the full number. Go to DnDBeyond.com/monsters. Use Advanced Filters to select all the social interaction skills (deception, intimidation, persuasion) and get the count per page. There are dozens of monsters with social skills.

[EDIT I just noticed you corrected your number. So I guess you've already done something like this!]
I just used that site. In the entire MM there are 8 creatures with intimidate, and half of those are orcs and ultroloths, and 8 with persuasion, 2 of which are Mind Flayers, and 4 of which are dragons. Only 2 other creatures in the entire book have it. And there are over 300 monsters in the book.
 



Charlaquin

Goblin Queen (She/Her/Hers)
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.
Yes, that is the foundation of my position, as I have confirmed many times now.
To do this, you have to discount other written text, like monsters having proficiencies.
No, I do not. I am not discounting any of the text you keep claiming I’m discounting, and when I explain how I account for it, you accuse me of special pleading. Your counter-argument seems to assume it’s premise that I am discounting written text.
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.
Being usable for “DM solo play” is not unique to social ability checks, nor is not being usable to force player decisions.
Your claims include the very thing you're saying they are standing against! Multiple times over!
I don’t believe you have demonstrated this to be true.
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?
I see a clear path from the RAW to my position, which I arrived at independently of any confirmation that it was RAI. That it has been confirmed to be RAI seems to me to be evidence that the path I followed to reach my conclusion from the RAW is the intended one. That you do not see the path is not a convincing argument it doesn’t exist.
Again, I admire the end goal, but I do not agree with the means you're pushing to get there.
They’re the means by which I got there, so 🤷‍♀️
 

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