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General Tabletop Discussion
*Dungeons & Dragons
Charisma and Roleplay, or who can talk to the NPC.
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<blockquote data-quote="iserith" data-source="post: 8269886" data-attributes="member: 97077"><p>Yes, and it doesn't help the situation that many social interaction challenges presented by DMs are some talking followed by a single check. That just further pushes the group to put forward a specialist PC to deal with it. If the social interaction challenge is more complex, veers into areas where a range of skill proficiencies may apply, and allows for some failure without completely going wrong, then the pressure to send the specialist forward while everyone else dummies up is reduced.</p><p></p><p>Even in the context of D&D 5e's social interaction rules, the expectation is that Wisdom (Insight) checks might resolve attempts to discern an NPC's ideal, bond, or flaw which can then be used to impart advantage on any subsequent rolls to resolve influencing the NPC's attitude. Useful lore could also reasonably be recalled in some situations to discern the NPC's agenda or characteristics or to put together details to make a solid argument that could appeal to the NPC, thereby opening up Intelligence-based checks for tasks that have an uncertain outcome.</p><p></p><p>Taken together, this means at least half of the ability scores might be relevant in a complex social situation. A DM that follows the "middle path" of adjudication balances the use of dice against deciding on success, encouraging players to shoot for success without rolling (or at least advantage on the check or a lower DC). Inspiration becomes a means to further increase the odds of success and by earning Inspiration, the players are often portraying their characters in more meaningful ways, especially in social interactions. Soon enough, in my experience, the "face" issue just goes away.</p></blockquote><p></p>
[QUOTE="iserith, post: 8269886, member: 97077"] Yes, and it doesn't help the situation that many social interaction challenges presented by DMs are some talking followed by a single check. That just further pushes the group to put forward a specialist PC to deal with it. If the social interaction challenge is more complex, veers into areas where a range of skill proficiencies may apply, and allows for some failure without completely going wrong, then the pressure to send the specialist forward while everyone else dummies up is reduced. Even in the context of D&D 5e's social interaction rules, the expectation is that Wisdom (Insight) checks might resolve attempts to discern an NPC's ideal, bond, or flaw which can then be used to impart advantage on any subsequent rolls to resolve influencing the NPC's attitude. Useful lore could also reasonably be recalled in some situations to discern the NPC's agenda or characteristics or to put together details to make a solid argument that could appeal to the NPC, thereby opening up Intelligence-based checks for tasks that have an uncertain outcome. Taken together, this means at least half of the ability scores might be relevant in a complex social situation. A DM that follows the "middle path" of adjudication balances the use of dice against deciding on success, encouraging players to shoot for success without rolling (or at least advantage on the check or a lower DC). Inspiration becomes a means to further increase the odds of success and by earning Inspiration, the players are often portraying their characters in more meaningful ways, especially in social interactions. Soon enough, in my experience, the "face" issue just goes away. [/QUOTE]
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