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D&D General Styles of D&D Play

Maxperson

Morkus from Orkus
If my PC has a Charisma score of 22 via levels and magic items, should I be allowed to attempt to convince an NPC of something even though I can't think of a logical argument.
Maybe. Maybe not. Depends on what it is. Not even a 22 charisma can make someone do something that they would never do.
If NPC Monster has a Charisma score of 22 via design, should the DM be allowed to attempt to convince the party to accept their surrender even through the DM doesn't know a logical argument..
No. If you read the 5e DMG, every example and use of language is PC using the skill/ability check on NPCs. Crawford also confirmed that RAI is for social skills and ability checks not to work on PCs.
 

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Maxperson

Morkus from Orkus
While I understand the point that you're making, I don't think you fully appreciate the alternative argument.

This exact issue isn't just one about social mechanics now; it's arguably the single oldest issue in the game itself. You can trace its lineage in D&D to the first great schism when it comes to skills; the introduction of the thief class, both in terms of the original class (which used more of an MU framework) and the adapted Gygax version. The debate was essentially that the presence of these specified rules for the thief meant that characters who formerly just did these things could no longer do them unless they were thieves. The presence of these rules meant that only characters who specifically chose the thief class could do these things. Contrast that with the original thief, McDuck, in Arneson's campaign, who was a thief not because of enumerated skills (rules) but because of what he did.

But you could go further back if you wanted. If you look to the ur-TTRPG, the original divide was (yeah, you know what's coming) between Kriegsspiel and Free Kriegsspiel, and the divide occurred because of ... rules. Because of the question of whether or not you should have, as you call it, a structured play system.

In effect, people aren't arguing over preferences (although, let's face it, they are). They are arguing over defaults. I think most people wouldn't begrudge other people what they want ... at least, I hope that's the case. I have to admit, I do question that sometimes. Still, I think that people who prefer a more freeform method are worried that if more advanced social mechanics rules become default and adopted, then that will gradually take over the game. In the same way that once the thief class was the class that could hide in shadows and pick pockets and find traps, then the fighter no longer could (in TSR-era D&D).

On the other hand, I would have no objection (as I'm sure no one would) with an optional supplement, or even an optional section in the DMG*, that specified the bestest and greatest social mechanics you can want! Because I want people to get what they want. :)


*Of course, much like any number of rules in the DMG, it is questionable if anyone will know of their existence in order to forestall possible debates, because ... oh, nevermind. Sometimes I wonder if people think the DMG is just a bunch of magic items surrounded by blank pages.
This.
 

Maxperson

Morkus from Orkus
I can largely agree with that. And, yes, I do believe you hit the nail on the head.

As far as getting what I want, I suppose, you could argue that I already have. After all, 3pp have all sorts of social combat mechanics for 5e. There's a veritable shopping list of different systems, so, at the end of the day, it really is on me to simply adopt one of those and use them. I have already done so for exploration in my Spelljammer game, for example, to very good effect. And, of course, there's things like Level Up and the small mountain of material there that could certainly be adapted.

From free fanmade stuff, all the way to highly professional polished stuff. I'm really spoiled for choice. I mean, I was just perusing the other day an adaptation of Blades in the Dark's clock system for use in D&D 5e. There really are a small mountain of options out there.

It would just be nice if some of those actually made their way into the DMG so I didn't have to try to convince my bloody players that stuff that doesn't necessarily have the WotC seal of approval on it is perfectly fine to use in the game. :rant: But that's a separate issue. :p
And this, including the part where some make it into the 5e DMG, though I'll add as optional rules.
 

Micah Sweet

Level Up & OSR Enthusiast
Kinda becomes rather circular, then, doesn't it? Because the claim was that divine magic was somehow out of line for having something removed. Now it's that everything needs to have extra things added on to make it the same.

Sounds to me like--as I said above, echoing back Lanefan's words--there's a thing here where you're wanting something really specific just to make something work out one specific way, and doing an awful lot of work to make it happen.

It's not interesting nor engaging to have to jump through a ton of hoops just to get to play. What is valuable is when learning, developing intuitions and skills, is rewarded with success, and when mistakes come with costs, but still offer the opportunity to learn and try again. Believe me, I'm very much of the opinion that the massive push toward ultra-simplicity in game design (not just in TTRPGs, but in video games as well) is revealing its dark side--mistaking the easy path (shallow, frictionless experiences) with the good path (accessible but deep experiences.) But bringing back tedium and annoyance is not the way to make things deeper. It just creates even more incentive to minmax away the tedium.

Real, serious game design, which offers diverse and meaningful challenges and actually makes it fun to tackle those challenges as they are rather than trying to subvert and suborn the system that presents them, is hard. Fully achievable! But hard. Tedium and triviality are the easy paths. We can, and should, expect better from game designers.
This of course assumes that the things @Lanefan and I are advocating for, which were present both in earlier editions and in OSR games to which those editions contributed their DNA, are somehow objectively tedious and annoying. Obviously I we disagree on that point.
 

Micah Sweet

Level Up & OSR Enthusiast
Maybe. Maybe not. Depends on what it is. Not even a 22 charisma can make someone do something that they would never do.

No. If you read the 5e DMG, every example and use of language is PC using the skill/ability check on NPCs. Crawford also confirmed that RAI is for social skills and ability checks not to work on PCs.
Any particular reason why not? And by that I mean an articulated reason.
 

Maxperson

Morkus from Orkus
Because in some sense it means the game designers failed. They’ve presented a bunch of options to you that don’t really work together. I’d much rather not have modular rules than have to piece together which combinations of them work together. Especially when the alternative is, I could probably just create the perfect rule alterations for my group on my own - and probably a good deal of those rules arent even covered in any given set of modular rules anyways

Again I’m for modular to the extent they can be combined together without much negative impact, but in practice that ends up being very limited modular design.
Not necessarily. They are designers. They will know what works well together, what is neutral together, and what works poorly together. They could just give them letter assignments. Modules marked A work poorly with Modules marked D, but well with modules marked C and E. Or they can just say, "Warning: This module conflicts with the Free Cats module so they don't work well together."
 

Hussar

Legend
I'm not insisting anything. If a table wants to take a skill challenge or social combat approach they can do that. The absence of a rule leaves space to add customised rules. It's that customisation that is the reason for D&D's broad appeal. If you have "official" rules you have to start dismantling things before you can customise. That was why some players rejected 4e - it tried to add rules for things that they had been doing differently and working fine for 3+ editions. It was easier to switch to Pathfinder than try to remove the 4e rules that did not work with those playstyles.
See, I'm having a bit of trouble with this. As @Snarf Zagyg and you both mention, there's a tension in game design between freeform and structured play. But, you're saying that even though you prefer freeform play, the existence of mechanics means that you will abandon your preferred playstyle in favor of structured play, the same way that we abandoned freeform play in favor of having thieves with skills in the game.

After all, if I wanted to freeform AD&D skills, I could certainly just ignore the thief, and then freeform exploration the way it was before the thief was added to the game. Nothing is lost. And I get to pursue my freeform goals. But, according to you, the existence of structured mechanics causes players to reject freeform play.

Doesn't that kind of mean that players prefer structured play? That the only reason they are free forming is because of a lack of mechanics?

My point being, if free form play is your prefered method of play, then why can't you simply continue to free form? One could certainly play 4e without skill challenges after all. There's nothing in the game that requires you to use skill challenges. The game works perfectly fine if you never run a skill challenge but instead free form all skill tasks.

Why does a preference for free form play appear to be so fragile that the mere existence of different options results in abandoning free form play?
 

FrogReaver

As long as i get to be the frog
Not necessarily. They are designers. They will know what works well together, what is neutral together, and what works poorly together. They could just give them letter assignments. Modules marked A work poorly with Modules marked D, but well with modules marked C and E. Or they can just say, "Warning: This module conflicts with the Free Cats module so they don't work well together."
That gets unwieldy really fast as you increase the number of modules.
 

Hussar

Legend
They may actually be, at least in some sense of the word forced. Social dynamics govern whether that is possible and you aren’t giving enough weight to whether they would allow this for a particular group.

One might say well, just find a different group if that’s the situation, but 1) group breakup can be painful and 2) it’s also not always easy to find another good group to run it that way.
Again, isn't this simply saying that no one actually prefers free form play? That the mere existence of mechanics results in groups abandoning free form play kind of points to pretty strong evidence that this preference for free form play is being imposed on the group and is not actually a reflection of how the group wants to play.
 


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