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<blockquote data-quote="Charlaquin" data-source="post: 7999064" data-attributes="member: 6779196"><p>In my experience, players who have prior experience with any kind of RPG, be it tabletop or computer, don’t play this way. I have, however, seen new and/or young players do so, and I have seen players who, once exposed to this style of play, find they prefer it. I have also seen the opposite, where a player attempts to engage primarily through description and roleplay, but gets asked to make checks for every single thing they attempt without so much as advantage based on their approach, and eventually just give up and start declaring checks rather than waste the effort roleplaying.</p><p></p><p></p><p>The goal isn’t to be granted proficiency bonus, but to succeed at your goals without requiring a roll. I find this kind of play much more common in social interactions - plenty of players would rather just act out what their character is saying and doing in a social interaction, and make rolls when asked to do so. The same concept can be applied to any challenge in game. It’s not trying to manipulate the DM, it’s just engaging with the fictional world via imagination and roleplay first, with dice mechanics as an impartial arbiter when the outcome is in doubt.</p><p></p><p></p><p>Indeed! Open communication greatly improves the play experience.</p><p></p><p></p><p>One of the advantages to my approach is that it’s up to you if you think Deception or Persuasion is appropriate. I’ll just ask for a Charisma check, you decide if one of your proficiencies is applicable.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7999064, member: 6779196"] In my experience, players who have prior experience with any kind of RPG, be it tabletop or computer, don’t play this way. I have, however, seen new and/or young players do so, and I have seen players who, once exposed to this style of play, find they prefer it. I have also seen the opposite, where a player attempts to engage primarily through description and roleplay, but gets asked to make checks for every single thing they attempt without so much as advantage based on their approach, and eventually just give up and start declaring checks rather than waste the effort roleplaying. The goal isn’t to be granted proficiency bonus, but to succeed at your goals without requiring a roll. I find this kind of play much more common in social interactions - plenty of players would rather just act out what their character is saying and doing in a social interaction, and make rolls when asked to do so. The same concept can be applied to any challenge in game. It’s not trying to manipulate the DM, it’s just engaging with the fictional world via imagination and roleplay first, with dice mechanics as an impartial arbiter when the outcome is in doubt. Indeed! Open communication greatly improves the play experience. One of the advantages to my approach is that it’s up to you if you think Deception or Persuasion is appropriate. I’ll just ask for a Charisma check, you decide if one of your proficiencies is applicable. [/QUOTE]
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