Greenfield
Adventurer
For me, a "good pitch" for a bluff or diplomacy check gives a situation bonus. A "bad pitch" gives a penalty. Not even trying gives a bigger penalty.
Someone who isn't personally articulate can still make a "good pitch" if they can lay out what spin they're trying to put on the situation.
Being human I'm probably going to be more swayed by the more persuasive delivery, but I do try to adjust for player eloquence v player cleverness.
But because there can be that master orator at the table, playing a socially inept character, a situational modifier is all I ever give. The success is never automatic.
Automatic success would never be given for a detailed description of a blade flourish, after all. If we reward player knowledge with automatic success, and still allow character knowledge as well, then we've unbalanced the system.
I've personally had Red Cross life saving training, and used to counsel/teach Boy Scout First Aid Merit Badge. And, sadly, I've had some practical experience around gaping wounds.
Does that mean that I don't ever have to invest in Healing, as a skill, for any of my characters? If my real world skill completely supplants the character sheet on that, then I can devote those skill points to something that I'm not really skilled in.
That's not fair to the other players who are less well trained than I am. Same for being an articulate speaker: If I can gain success on social skills because of a glib tongue or a clever line of banter then Charisma will always be my dump stat and I'll never put more than one point in any social skill. After all, I can replace the character's poor stats and skills with the player's RL ones, so that gives me more stat and skill points to put in other places.
Water Bob and I have gone three rounds or so on this in the past, so I don't expect to persuade him.
Doesn't keep me from trying though.
Someone who isn't personally articulate can still make a "good pitch" if they can lay out what spin they're trying to put on the situation.
Being human I'm probably going to be more swayed by the more persuasive delivery, but I do try to adjust for player eloquence v player cleverness.
But because there can be that master orator at the table, playing a socially inept character, a situational modifier is all I ever give. The success is never automatic.
Automatic success would never be given for a detailed description of a blade flourish, after all. If we reward player knowledge with automatic success, and still allow character knowledge as well, then we've unbalanced the system.
I've personally had Red Cross life saving training, and used to counsel/teach Boy Scout First Aid Merit Badge. And, sadly, I've had some practical experience around gaping wounds.
Does that mean that I don't ever have to invest in Healing, as a skill, for any of my characters? If my real world skill completely supplants the character sheet on that, then I can devote those skill points to something that I'm not really skilled in.
That's not fair to the other players who are less well trained than I am. Same for being an articulate speaker: If I can gain success on social skills because of a glib tongue or a clever line of banter then Charisma will always be my dump stat and I'll never put more than one point in any social skill. After all, I can replace the character's poor stats and skills with the player's RL ones, so that gives me more stat and skill points to put in other places.
Water Bob and I have gone three rounds or so on this in the past, so I don't expect to persuade him.
Doesn't keep me from trying though.
