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All Characters Should be Good at Talking to NPCs
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<blockquote data-quote="Ovinomancer" data-source="post: 8319582" data-attributes="member: 16814"><p>This is in general, but the discussion is extremely D&D centric. The issues you're discussing exist in varying degrees (up to and including "not at all") in other games systems. The issue here, for D&D, is the GM, pure and simple. This is because the social interaction system in D&D is "ask your GM," or "GM decides what happens." So, if you find that characters are being punished for talking to NPCs in a D&D game because they do not have heavy investment into social skills, the issue is the GM. The solution set is as varied as the GMs are.</p><p></p><p>Other systems have robust social resolution systems. Forged in the Dark games are good at this, as is FATE, Cortex+, Burning Wheel, and Powered by the Apocalypse games. These are just the ones I'm reasonably familiar with, it's not exhaustive. These don't rely on "GM decides" approaches, but rather have mechanics that have teeth and bind everyone at the table.</p><p></p><p>This isn't to say that the 5e "GM says" approach is at all bad. I very much enjoy 5e, and this is part and parcel of it. I'm pointing this out because questions like the OP seem to ignore the overwhelming impact the GM has in how these kinds of systems (and there are a number that rely on GM decision making as a primary resolution mechanic) work.</p><p></p><p>Also, 5e has a rather reasonably useful description of how to engage with NPCs in the DMG -- using BIFTs and the NPC attitude. This is a useful system - if you aren't using it, I recommend giving it a try.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8319582, member: 16814"] This is in general, but the discussion is extremely D&D centric. The issues you're discussing exist in varying degrees (up to and including "not at all") in other games systems. The issue here, for D&D, is the GM, pure and simple. This is because the social interaction system in D&D is "ask your GM," or "GM decides what happens." So, if you find that characters are being punished for talking to NPCs in a D&D game because they do not have heavy investment into social skills, the issue is the GM. The solution set is as varied as the GMs are. Other systems have robust social resolution systems. Forged in the Dark games are good at this, as is FATE, Cortex+, Burning Wheel, and Powered by the Apocalypse games. These are just the ones I'm reasonably familiar with, it's not exhaustive. These don't rely on "GM decides" approaches, but rather have mechanics that have teeth and bind everyone at the table. This isn't to say that the 5e "GM says" approach is at all bad. I very much enjoy 5e, and this is part and parcel of it. I'm pointing this out because questions like the OP seem to ignore the overwhelming impact the GM has in how these kinds of systems (and there are a number that rely on GM decision making as a primary resolution mechanic) work. Also, 5e has a rather reasonably useful description of how to engage with NPCs in the DMG -- using BIFTs and the NPC attitude. This is a useful system - if you aren't using it, I recommend giving it a try. [/QUOTE]
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