GrimCo
Hero
Rules in DMG are pretty barebones, but they are usable. Slightly better than nothing.So do people who want to gameify social situations feel that the rules on DMG pages 244 and 245 are not sufficient?
I think 5e already occupies a middle position in this. it has social skills and ways to use them, it just expects you to actually engage with the NPCs and have some actual arguments. I think focusing even more on the rules would harm the roleplay.
How would it harm the role play? If you don't want to use rules, you can ignore them. It is lot easier to just don't use rules than to create new rules. FE There are rules for encumbrance, but we mostly ignore them. Same for tracking ammunition. Our ability to ignore it and just presume we can carry what we have isn't hindered by the rules, but it helps people that like to play with tracking that kind of stuff.
I played quite a bit Exalted. In the second edition it had extensive social combat mechanics. They were quite involved. They also allowed the demigod characters of the game to convince people of things that it was sometimes really hard to conceptualise as any way possible in the real life. But the player had spent their points on these skills and powers, so it would have been unfair to deny them.
With super socially focused characters we just kinda gave up on the roleplay.
Player: "I convince him on the thing."
Me: "How?"
Player: "I have no idea. I can't imagine how anyone could ever convince a person this way. But the rules say that I easily can."
Me: "Fair enough, roll your bucket of dice."
And even worse. The rules would allow the NPCs do the same to the PC. I never used social skills and powers on PCs that way, as to me it would just feel wrong to rob the player agency that way, but by RAW that's how it should have worked.
Cause sometimes characters can do things players just cant. Some characters are just so good at bullshiting they could sell sand in Sahara. If player decided to heavily invest in those abilities for their characters and system supports it, why not just let them do it. And if it's two way street, it's kind of presumed that players know enough about the system they play with so they can expect to be sometimes be on the receiving end.
I don't want this. I don't want any of this. I want to have real conversations where people play their characters and make real arguments in-character. We might roll the dice at the end, but it is mostly just real conversation, and the DC of the check will be based on how likely I feel the NPC is to be convinced by the PCs argument, so what you say matters.
And I think a lot of people who are new to D&D want this too. Critical Role has been one of the biggest influences to people to get to into the game. It is all about people immersing in their characters and talking in-character. It is wise for D&D to focus their support on this type of play. And you don't need to be a professional actor to do this. But presumably anyone who is playing this game in the first place can speak, so they can say what their character says or at least paraphrase it.
And if you don't want it, it cool. But those kind of robust rules don't hinder your ability to play the game the way you and your group like it. On the other hand, absence of those rules do hinder the ability of others to play the game they like it.
Making real argument in character is more of a player skill than character skill. Good professional communicators could essentially dump all social skills and be better at social interactions than someone who invested heavily into social skills and attributes but are shy, bad communicators or just don't really like that part of game very much.