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Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="JamesonCourage" data-source="post: 5600214" data-attributes="member: 6668292"><p>Hey again <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think we've had this type of discussion recently. It was a little illuminating for me. I'm glad that we had such a civil discussion.</p><p></p><p>At any rate, I think the GM should be in charge of these things in my group because the more the players start to dictate things, the less immersed they are. That doesn't make the game necessarily less enjoyable. I run a pretty narrative Mutants and Masterminds one-shot every couple of months. But, in terms of long term play, my group greatly prefers to be immersed, rather than helping craft a story.</p><p></p><p>Now, they love story. As I've said on other discussions, I've seen 24 hours or more of actual real play time (not game time <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) pass by without any fights in D&D 3.X. From my observations on this board, this seems to be quite different than most people's experiences. Also, I'd like to point out that "more combat" than my group has does not equal "less story" than my group has. Since I don't use random encounters, pretty much every combat encounter is story-related. I understand very well that combat can propel story forward, so please don't take my initial comment in this paragraph to indicate that isn't the case.</p><p></p><p>At any rate, it comes down to play style preferences. Why should the GM be in charge of consistency? So that the players aren't pulled out of character. That is, that's why it works that way for my group.</p><p></p><p>As always, though, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5600214, member: 6668292"] Hey again :) I think we've had this type of discussion recently. It was a little illuminating for me. I'm glad that we had such a civil discussion. At any rate, I think the GM should be in charge of these things in my group because the more the players start to dictate things, the less immersed they are. That doesn't make the game necessarily less enjoyable. I run a pretty narrative Mutants and Masterminds one-shot every couple of months. But, in terms of long term play, my group greatly prefers to be immersed, rather than helping craft a story. Now, they love story. As I've said on other discussions, I've seen 24 hours or more of actual real play time (not game time ;)) pass by without any fights in D&D 3.X. From my observations on this board, this seems to be quite different than most people's experiences. Also, I'd like to point out that "more combat" than my group has does not equal "less story" than my group has. Since I don't use random encounters, pretty much every combat encounter is story-related. I understand very well that combat can propel story forward, so please don't take my initial comment in this paragraph to indicate that isn't the case. At any rate, it comes down to play style preferences. Why should the GM be in charge of consistency? So that the players aren't pulled out of character. That is, that's why it works that way for my group. As always, though, play what you like :) [/QUOTE]
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Are things like Intimidate/Bluff/Diplomacy too easy?
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