Vulcans do like calculus.Vulcan mind meld?![]()
Vulcans do like calculus.Vulcan mind meld?![]()
I think the 3e book has a good list of examples and what happens if you fail by 5 or more. 5e could use something like that, just as examples.But doesn't the same "issue" apply to almost every check with every skill?
And don't get me wrong, I have for a long time argued that DMG should have more (or any!) examples of DCs to set benchmarks and help the GM extrapolate consistently, but social situations have so many variables that a list of examples will never cover it.
But I think this is a perfect example of why a rigide structure with a limited amount of specified actions can stiffle roleplay:
Okay, let me clarify, I meant that implementing a rigid combat like structure for social interactions would stifle roleplay there, to, like it isnalready happening during combat.So, "rigid structure with a limited number of specified actions" is hardly the only way to structure mechanics.
But even then - as you yourself note, in combat you have players who don't look beyond a limited number of specified actions, and they don't try freeform social interactions. But, that means that roleplay is stifled there anyway! You might as well give them some specified social options, because you can't stifle what they aren't doing.
Stifle, or focus?Okay, let me clarify, I meant that implementing a rigid combat like structure for social interactions would stifle roleplay there, too.
The former. Normal conversation isn't rigid and structured.Stifle, or focus?
"Social combat" is not for normal conversation.The former. Normal conversation isn't rigid and structured.
Then what is it for?"Social combat" is not for normal conversation.
I have said it about 100 times in this thread: it is for things like a trial or a formal courtly intrigue scenario or negotiating with powerful entities or factions.Then what is it for?
It's like this thread is constantly starting over again."Social combat" is not for normal conversation.