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Charisma and Roleplay, or who can talk to the NPC.
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<blockquote data-quote="Charlaquin" data-source="post: 8332872" data-attributes="member: 6779196"><p>I don’t think social interactions are actually different in this. In social interactions, as with in combat and exploration, a player can have ideas or prepare ahead in ways that will eliminate the chance of failure, but when failure is a possibility, it is the roll of the dice combined with their character’s modifiers that determine the outcome.</p><p></p><p>I disagree that this imbalance exists, if the DM is employing the rules for exploration and social interactions properly. When traveling, there are a number of tasks that can be performed (navigating, foraging, keeping watch, making a map, etc), and each character can only perform one of these tasks at a time. So, while some characters like rogues and rangers may have a much higher bonus to rolls relevant to these tasks than others, those characters can still only perform one task each, and the party will have to decide which task to assign to which character. In social challenges, as [USER=97077]@iserith[/USER] pointed out, Wisdom (Insight) and Intelligence with various Skills are often relevant, so low-Charisma characters still have meaningful ways to contribute. For those characters who have low scores in all three of these abilities, Working Together to grant advantage to another character’s roll is an option.</p><p></p><p></p><p>Again, I disagree. If your criteria for calling for checks is “does this approach have a reasonable chance of success and failure at accomplishing this goal and a meaningful consequence for failure?” instead of “did the player make a compelling argument?” then social interactions are not “done by the player” any more than combat or exploration are.</p><p></p><p>Well… yeah. It makes sense for the character with the best Charisma (Persuasion) modifier to do most of the persuading, the character with the best Charisma (Intimidation) roll to do the intimidating, etc. But as discussed above, those aren’t the only ways to contribute to a social interaction challenge. Wisdom (Insight) and Intelligence with various proficiencies can be relevant, and there’s always Working Together if you’ve got nothing else helpful to do.</p><p></p><p>I don’t agree. There are always going to be times where you can’t avoid having to make a check with an ability and/or skill you don’t have a very high bonus in. Sure, maybe the rogue usually does the sneaking and the barbarian usually does the breaking of objects. But what happens when the whole party needs to be stealthy, such as when traveling, or when they need to climb under treacherous conditions? Sometimes you get into a situation where you have no real choice but to make a roll you won’t be great at. Those are usually good opportunities to use Inspiration.</p><p></p><p>This notion of roleplay vs. rollplay is nonsense in my opinion. If you’re imagining yourself as your character and making decisions as you imagine they would in the scenario described by the DM, you’re roleplaying. Often, dice rolls will be called for to resolve the outcomes of your roleplaying decisions.</p><p></p><p>I do agree that a drawback of this house rule will be that it destroys the charismatic character’s niche in social interactions. Given that I don’t think the problem it’s trying to solve is a problem at all if you use the full social interaction rules and create dynamic social challenges, I don’t think the payoff is worth the drawback.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8332872, member: 6779196"] I don’t think social interactions are actually different in this. In social interactions, as with in combat and exploration, a player can have ideas or prepare ahead in ways that will eliminate the chance of failure, but when failure is a possibility, it is the roll of the dice combined with their character’s modifiers that determine the outcome. I disagree that this imbalance exists, if the DM is employing the rules for exploration and social interactions properly. When traveling, there are a number of tasks that can be performed (navigating, foraging, keeping watch, making a map, etc), and each character can only perform one of these tasks at a time. So, while some characters like rogues and rangers may have a much higher bonus to rolls relevant to these tasks than others, those characters can still only perform one task each, and the party will have to decide which task to assign to which character. In social challenges, as [USER=97077]@iserith[/USER] pointed out, Wisdom (Insight) and Intelligence with various Skills are often relevant, so low-Charisma characters still have meaningful ways to contribute. For those characters who have low scores in all three of these abilities, Working Together to grant advantage to another character’s roll is an option. Again, I disagree. If your criteria for calling for checks is “does this approach have a reasonable chance of success and failure at accomplishing this goal and a meaningful consequence for failure?” instead of “did the player make a compelling argument?” then social interactions are not “done by the player” any more than combat or exploration are. Well… yeah. It makes sense for the character with the best Charisma (Persuasion) modifier to do most of the persuading, the character with the best Charisma (Intimidation) roll to do the intimidating, etc. But as discussed above, those aren’t the only ways to contribute to a social interaction challenge. Wisdom (Insight) and Intelligence with various proficiencies can be relevant, and there’s always Working Together if you’ve got nothing else helpful to do. I don’t agree. There are always going to be times where you can’t avoid having to make a check with an ability and/or skill you don’t have a very high bonus in. Sure, maybe the rogue usually does the sneaking and the barbarian usually does the breaking of objects. But what happens when the whole party needs to be stealthy, such as when traveling, or when they need to climb under treacherous conditions? Sometimes you get into a situation where you have no real choice but to make a roll you won’t be great at. Those are usually good opportunities to use Inspiration. This notion of roleplay vs. rollplay is nonsense in my opinion. If you’re imagining yourself as your character and making decisions as you imagine they would in the scenario described by the DM, you’re roleplaying. Often, dice rolls will be called for to resolve the outcomes of your roleplaying decisions. I do agree that a drawback of this house rule will be that it destroys the charismatic character’s niche in social interactions. Given that I don’t think the problem it’s trying to solve is a problem at all if you use the full social interaction rules and create dynamic social challenges, I don’t think the payoff is worth the drawback. [/QUOTE]
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