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General Tabletop Discussion
*TTRPGs General
A thought about Social Mechanics
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<blockquote data-quote="Emberashh" data-source="post: 9199119" data-attributes="member: 7040941"><p>There doesn't have to be a rule. Whats being pointed to is an emergent aesthetic problem that emerges from how the game is designed. </p><p></p><p>To put it another way, speaking in-character and making a skill check are two separate Actions that can be used to resolve a social interaction. Many, if not most, try to use them simultaneously when they haven't been designed to be combined like that. You may not, and as such, this problem would be invisible to you. Thats fine. </p><p></p><p>The idea in the OP seeks combine the two Actions, however, by placing the dice roll as a reaction whose target number is passively set by some combination of in-character quality and character skill. Taken together this resolves the aesthetic issue by elimination. </p><p></p><p></p><p>That is the intent. It doesn't always pan out that way in testing nor actual play, and as said, that you personally don't see the problem doesn't mean its not there, and this discussion isn't going to go anywhere if you're unwilling to engage with me showing you where it is and why its there. </p><p></p><p></p><p></p><p>In 5e, Active Roleplaying is presented as an option alongside Descriptive roleplaying. Active Roleplaying, as noted, isn't actually designed to incorporate with how skill checks work for social interactions. There is no procedure in place for a player to determine what the check means in relation to their Active Roleplaying. </p><p></p><p>In the absence of guidance, most people are going to give an epic speech, fail the roll, and feel like a jackass for bothering. </p><p></p><p>If you reject that premise thats fine, you do you, but we have nothing to discuss if thats your takeaway.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9199119, member: 7040941"] There doesn't have to be a rule. Whats being pointed to is an emergent aesthetic problem that emerges from how the game is designed. To put it another way, speaking in-character and making a skill check are two separate Actions that can be used to resolve a social interaction. Many, if not most, try to use them simultaneously when they haven't been designed to be combined like that. You may not, and as such, this problem would be invisible to you. Thats fine. The idea in the OP seeks combine the two Actions, however, by placing the dice roll as a reaction whose target number is passively set by some combination of in-character quality and character skill. Taken together this resolves the aesthetic issue by elimination. That is the intent. It doesn't always pan out that way in testing nor actual play, and as said, that you personally don't see the problem doesn't mean its not there, and this discussion isn't going to go anywhere if you're unwilling to engage with me showing you where it is and why its there. In 5e, Active Roleplaying is presented as an option alongside Descriptive roleplaying. Active Roleplaying, as noted, isn't actually designed to incorporate with how skill checks work for social interactions. There is no procedure in place for a player to determine what the check means in relation to their Active Roleplaying. In the absence of guidance, most people are going to give an epic speech, fail the roll, and feel like a jackass for bothering. If you reject that premise thats fine, you do you, but we have nothing to discuss if thats your takeaway. [/QUOTE]
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