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All Characters Should be Good at Talking to NPCs
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<blockquote data-quote="Grendel_Khan" data-source="post: 8320518" data-attributes="member: 7028554"><p>I know this isn't what you were suggesting, but I like the idea of having every PC be pretty good at interacting with NPCs, unless there's something about their build that makes them specifically very good or very bad at it. But the baseline would be high, in other words.</p><p></p><p>What that actually means really depends on the system, though. In 5e, for example, having your social skills be reflected entirely by CHA seems rough, since suddenly the people who need a high CHA for other optimizations just happen to be great at interacting, and everyone else can go to hell. And relying too much on one or two social skills, in a game that makes skill acquisition pretty tough, isn't great either. But plenty of other systems have more related options, like disadvantages or qualities that could signal that someone is particularly bad at interacting with certain people, or traits that signal the opposite.</p><p></p><p>So while I really like what you're proposing, I think the way it actually plays out will vary in a big way, depending on the rules that are available.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8320518, member: 7028554"] I know this isn't what you were suggesting, but I like the idea of having every PC be pretty good at interacting with NPCs, unless there's something about their build that makes them specifically very good or very bad at it. But the baseline would be high, in other words. What that actually means really depends on the system, though. In 5e, for example, having your social skills be reflected entirely by CHA seems rough, since suddenly the people who need a high CHA for other optimizations just happen to be great at interacting, and everyone else can go to hell. And relying too much on one or two social skills, in a game that makes skill acquisition pretty tough, isn't great either. But plenty of other systems have more related options, like disadvantages or qualities that could signal that someone is particularly bad at interacting with certain people, or traits that signal the opposite. So while I really like what you're proposing, I think the way it actually plays out will vary in a big way, depending on the rules that are available. [/QUOTE]
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