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*TTRPGs General
Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="Aldrick Tanith" data-source="post: 5590844" data-attributes="member: 6675527"><p>You bring up some good points. </p><p></p><p>A wider point of discussion that really isn't brought up often, and a lot of DM's in my experience tend to ignore, are the not-so-subtle hints players give about the type of game they want.</p><p></p><p>If a player is putting a lot of skill points into bluff or other social skills, that player is screaming: "I want to play a character that can convince people of almost anything! I'm creating a silver-tongued con-man!"</p><p></p><p>It's the DM's job to notice these things and create situations in which such a character can shine. To neglect this would be the equivalent of having a character who is built specifically for combat, but place him in a game that is 90% or more political intrigue. </p><p></p><p>Skills, feats, classes, etc. These are all statements of interest by players - statements on the type of game they want, information given to the DM of what is important to them. </p><p></p><p>It's no different than if someone decided to play a druid, they're telling you - my character cares about nature. He's not suited for a city-based adventure, and he wants to be tested regarding his dedication to nature. It's the DM's job to create situations in which the druid can be druidic (or fail and become fallen). Just as it is the DM's job to create situations in which paladins and clerics can have their faith / religion / church tested.</p><p></p><p>If you have a player who is attempting to play - whether or not the player themselves can pull it off well - a character which is a social animal, then there needs to be situations in which he can potentially be successful. Maybe he, and he alone, can convince the guard captain to allow the group into the castle. Without him they'd all be heads on a pike sitting on the castle wall as a warning. Maybe he is the only one who can convince the Nobleman of the need to aid the group, or the merchant of the necessity of extending the group a line of credit, etc. </p><p></p><p>A good DM, IMO, is watchful of what the players are doing with their characters, and is building obstacles to test them - to push them. When players fail it should, in large part, due to their own foolishness.</p><p></p><p>Sometimes, of course, players need some meta-encouragement. "Hey, I see you've given your bard a lot of skill points in diplomacy, why aren't you trying to soothe things over between the group and the guardsmen?" Often times, players don't realize what they can accomplish, little nudges like that brings their skills to the fore and make them feel useful - it gives them the opportunity to shine.</p></blockquote><p></p>
[QUOTE="Aldrick Tanith, post: 5590844, member: 6675527"] You bring up some good points. A wider point of discussion that really isn't brought up often, and a lot of DM's in my experience tend to ignore, are the not-so-subtle hints players give about the type of game they want. If a player is putting a lot of skill points into bluff or other social skills, that player is screaming: "I want to play a character that can convince people of almost anything! I'm creating a silver-tongued con-man!" It's the DM's job to notice these things and create situations in which such a character can shine. To neglect this would be the equivalent of having a character who is built specifically for combat, but place him in a game that is 90% or more political intrigue. Skills, feats, classes, etc. These are all statements of interest by players - statements on the type of game they want, information given to the DM of what is important to them. It's no different than if someone decided to play a druid, they're telling you - my character cares about nature. He's not suited for a city-based adventure, and he wants to be tested regarding his dedication to nature. It's the DM's job to create situations in which the druid can be druidic (or fail and become fallen). Just as it is the DM's job to create situations in which paladins and clerics can have their faith / religion / church tested. If you have a player who is attempting to play - whether or not the player themselves can pull it off well - a character which is a social animal, then there needs to be situations in which he can potentially be successful. Maybe he, and he alone, can convince the guard captain to allow the group into the castle. Without him they'd all be heads on a pike sitting on the castle wall as a warning. Maybe he is the only one who can convince the Nobleman of the need to aid the group, or the merchant of the necessity of extending the group a line of credit, etc. A good DM, IMO, is watchful of what the players are doing with their characters, and is building obstacles to test them - to push them. When players fail it should, in large part, due to their own foolishness. Sometimes, of course, players need some meta-encouragement. "Hey, I see you've given your bard a lot of skill points in diplomacy, why aren't you trying to soothe things over between the group and the guardsmen?" Often times, players don't realize what they can accomplish, little nudges like that brings their skills to the fore and make them feel useful - it gives them the opportunity to shine. [/QUOTE]
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Are things like Intimidate/Bluff/Diplomacy too easy?
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