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<blockquote data-quote="aboyd" data-source="post: 5000118" data-attributes="member: 44797"><p>Yes, this. I like this.</p><p></p><p>That old school essay up on lulu.com talks about how in the good old days, players would have to describe what they were doing and then the DM would make up a game mechanic for it. I really liked that, and remember doing exactly that as a kid.</p><p></p><p>However, I play 3.5 edition, and all the skill checks kinda stomp all over the real talky parts. Players <em>will</em> just say, "I rolled 17" and leave it at that. But the DMG (for 3.5 at least, although I assume 4th has something similar) talks about how you can award circumstance bonuses for those players who really navigate the situation carefully. And so I decided to merge the old school with the new school -- we talk out whatever skill check is coming up, and those who navigate well earn a +2 or +4 circumstance bonus.</p><p></p><p>So for example, if the bard is trying to haggle over a price and simply says, "I rolled a 17 for diplomacy" then he either makes it or not. But suppose he says, "So, what's the merchant's name? Sammel? OK. I tell Sammel that I've noticed the layer of dust on his wares. I know he's not selling a lot of his merchandise. I tell him that I know he needs this sale. And hey, I'm not asking for <em>that</em> much off -- he'll still make more than any typical commoner makes in a year. All from a one day sale!"</p><p></p><p>For that, +2 to circumstance bonus.</p><p></p><p>If the player continues, "You know what? Let's tell Sammel that I'll also head to the two local taverns and sing a song about his business. No epic; just a good drinking song. I'll keep it simple, easy to sing along with, and funny. I'll sing it both tonight and tomorrow night. All he needs to do is grant me the discount."</p><p></p><p>For that, the player is up to a +4.</p><p></p><p>Often we'll play out the conversations. I HATE when people use weird voices and such, but I'm OK with just stepping through a conversation, maybe seeing if the player has an interesting angle.</p><p></p><p>And I award those bonuses all over the place. Checking a particular feature of the room? Search bonus. Describing how you surreptitiously eavesdropped? Listen bonus. And so on.</p><p></p><p>Also, at the end of the session, I award role playing bonuses. Did someone act within their alignment even though there were consequences? XP bonus. Did a very intelligent player follow through on a suboptimal decision because his fighter had low int/wis? Roleplay bonus. Etc.</p><p></p><p>I keep the bonuses small. They're 7th level now, and the role play bonuses are only 50 XP to 200 XP, usually. I typically award 2 per session, looking at my average over the last few games.</p><p></p><p>Maybe something similar would evoke some role play from your players...?</p></blockquote><p></p>
[QUOTE="aboyd, post: 5000118, member: 44797"] Yes, this. I like this. That old school essay up on lulu.com talks about how in the good old days, players would have to describe what they were doing and then the DM would make up a game mechanic for it. I really liked that, and remember doing exactly that as a kid. However, I play 3.5 edition, and all the skill checks kinda stomp all over the real talky parts. Players [i]will[/i] just say, "I rolled 17" and leave it at that. But the DMG (for 3.5 at least, although I assume 4th has something similar) talks about how you can award circumstance bonuses for those players who really navigate the situation carefully. And so I decided to merge the old school with the new school -- we talk out whatever skill check is coming up, and those who navigate well earn a +2 or +4 circumstance bonus. So for example, if the bard is trying to haggle over a price and simply says, "I rolled a 17 for diplomacy" then he either makes it or not. But suppose he says, "So, what's the merchant's name? Sammel? OK. I tell Sammel that I've noticed the layer of dust on his wares. I know he's not selling a lot of his merchandise. I tell him that I know he needs this sale. And hey, I'm not asking for [i]that[/i] much off -- he'll still make more than any typical commoner makes in a year. All from a one day sale!" For that, +2 to circumstance bonus. If the player continues, "You know what? Let's tell Sammel that I'll also head to the two local taverns and sing a song about his business. No epic; just a good drinking song. I'll keep it simple, easy to sing along with, and funny. I'll sing it both tonight and tomorrow night. All he needs to do is grant me the discount." For that, the player is up to a +4. Often we'll play out the conversations. I HATE when people use weird voices and such, but I'm OK with just stepping through a conversation, maybe seeing if the player has an interesting angle. And I award those bonuses all over the place. Checking a particular feature of the room? Search bonus. Describing how you surreptitiously eavesdropped? Listen bonus. And so on. Also, at the end of the session, I award role playing bonuses. Did someone act within their alignment even though there were consequences? XP bonus. Did a very intelligent player follow through on a suboptimal decision because his fighter had low int/wis? Roleplay bonus. Etc. I keep the bonuses small. They're 7th level now, and the role play bonuses are only 50 XP to 200 XP, usually. I typically award 2 per session, looking at my average over the last few games. Maybe something similar would evoke some role play from your players...? [/QUOTE]
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