Swarmkeeper
Hero
yes I get that... but the detail, the knowing what to say. that is a skill in and of itself. And 2 different DMs may have different things they like to hear or not hear, bias both active and passive... so knowing your DM is in and of itself an advantage.
the problem I want to avoid is once you figure out what skills rolls and checks you can talk your way into auto pass you just don't take those skills and stats and use them to pump things you can not talk around... leaveing a trap for the new player that did the reverse and has spent resources on things that don't need to be rolled if you know the right way to say it
You keep implying that this style of play is about "special words" or "convincing the DM". That is a gross misrepresentation/misunderstanding.
All that is required is for the player to tell the DM what their PC is doing in the scene. It is simply Part 2 of the How to Play cycle. It does not require special knowledge, it does not require flowery language. If the proposed action is something that would work because... reasons... the DM adjudicates with a "Yes, here's what happens." If the proposed action is something that could never work... "No". If there is uncertainty and a meaningful consequence for failure, then the Ability Check mechanics come into play - rewarding characters who have high modifiers/proficiencies/buffs/whatever+ with a higher chance of success.
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