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General Tabletop Discussion
*TTRPGs General
Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="ShadowDenizen" data-source="post: 5590778" data-attributes="member: 16485"><p>Honestly, one of the drawbacks of the current edition(s) (And I lump 3.x/PF/4E together in this) is the use of die-rolling to avoud role-playing.</p><p></p><p>Though I mostly prefer to play, I do DM occasionally, and I always (both as player and DM) try to add some role-playing to the mix, to encourage active participation.</p><p></p><p>I use the Bluff/Diplomacy/Intimidate rules as a guideline; most times simply asking the players "HOW do you try to bluff the guards?" usually is enought to elicit some sort reaction fomr the players, and sparks inter-character exchange, adding to the experience, rather than relegating it to a single die roll.</p><p></p><p>Then, (taking into account the context of the encoutner, and the RP'ing attempt), I give a situational penatly or bonus to the roll to be made.</p><p></p><p>It's not a perfect simulation (there's always the case of the shy/quiet player playing the character with stats of 18 and high ranks in DIP/BLU/INT), but it seems to work pretty well overall.</p><p></p><p></p><p>On a side tangent, I <em>detest</em> skill challenges in 4E, another mechanic that I think relegates role-playing and description [HOW is the player gathering that information? Or traversing that gaping chasm?] in favor of dice-rolls.</p></blockquote><p></p>
[QUOTE="ShadowDenizen, post: 5590778, member: 16485"] Honestly, one of the drawbacks of the current edition(s) (And I lump 3.x/PF/4E together in this) is the use of die-rolling to avoud role-playing. Though I mostly prefer to play, I do DM occasionally, and I always (both as player and DM) try to add some role-playing to the mix, to encourage active participation. I use the Bluff/Diplomacy/Intimidate rules as a guideline; most times simply asking the players "HOW do you try to bluff the guards?" usually is enought to elicit some sort reaction fomr the players, and sparks inter-character exchange, adding to the experience, rather than relegating it to a single die roll. Then, (taking into account the context of the encoutner, and the RP'ing attempt), I give a situational penatly or bonus to the roll to be made. It's not a perfect simulation (there's always the case of the shy/quiet player playing the character with stats of 18 and high ranks in DIP/BLU/INT), but it seems to work pretty well overall. On a side tangent, I [i]detest[/i] skill challenges in 4E, another mechanic that I think relegates role-playing and description [HOW is the player gathering that information? Or traversing that gaping chasm?] in favor of dice-rolls. [/QUOTE]
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Community
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Are things like Intimidate/Bluff/Diplomacy too easy?
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