Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters and Tools
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DEFCON 1" data-source="post: 8548023" data-attributes="member: 7006"><p>What's more Social... the player of the Fighter character talking to the NPCs/DM and discussing things (in first-person, third-person, or whatever)... or the Fighter player just saying one thing like "I want to know X" and then rolling a Persuasion check? Even if they got to roll with Advantage because they had Herbalism tools, or whatever extra tools you want to give the Fighter class?</p><p></p><p>The fact of the matter is... the Combat Pillar in the only one that has all the game mechanics at hand to run entire scenes in that Pillar using <em>just</em> the mechanics. The game is built and designed for it, being an offshoot of a miniatures combat game. But the Exploration and Social have the barest amount of actual dice mechanics and dice formats to play with-- it's like a Survival check or an Intimidate check or whatever in like one to three rolls or thereabouts. And why is this? Because way back when at the time of the game was made back in the 70s, they didn't have skills at all, there were no "checks" for the Exploration and Social Pillars... because the Exploration and Social Pillars were part and parcel with the <em>players themselves</em> engaging with the world as their characters.</p><p></p><p>And that's why the game doesn't have and never did have the same huge mechanical engines for Exploration and Social like it does for Combat-- because both those pillars are meant to be engaged with differently than Combat. The Exploration Pillar is all about the <em>players</em> describing where they are going, what they are looking for, where they are going, what they are exploring, and making choices with their <em>player</em> brains based off of what the DM narrates back to them. There's no gameification or ruleset for "exploring" the D&D world... no dice system to use... it's just the DM narrating what is out there and the players responding with what they want to look and do. Sure, maybe the DM might throw in a skill check or two just to get some levels of success or whatnot to flavor the info the DM gives out to the players... but NONE of the mechanics are a system unto themselves for "Exploration". It's <strong>A</strong> die roll. Maybe three. Maybe seven if the DM decided to make it a so-called "Skill Challenge". But the Exploration is not actually about those dice rolls, it's all about the players reacting as their characters to what the DM gives them. And the same is true (if not even doubly so) for the Social Pillar. The entire game is based around players inhabiting their characters and making choices as their characters while interacting with other characters in the game. Again maybe the DM might add in a Persuasion check after the conversations the PCs and NPCs have... but at no point do I think the Persuasion check is the engine for <em>anyone's</em> game. It's at best an add-in to the actual vocal conversations between players and DM.</p><p></p><p>I mean heck... we all understand this in the very first statement almost any DM makes when presenting things for players in all three pillars.</p><p></p><p>Exploration: <em>"What do you do?"</em></p><p></p><p>Social: <em>"What do you say?"</em></p><p></p><p>Combat: <em>"Roll for Initiative."</em></p><p></p><p><strong>One's</strong> about the dice... the other two are about the players' choices. So while I can appreciate the desire to gameify Exploration and Social more greatly... and believe you me people have been trying to do that for years in every edition of the game... to my mind that's always like trying to make a lake out of a puddle by pouring a cup of water into it. The puddle ain't a lake, it wasn't designed to be a lake, you can't magically turn it into a lake, and your attempts to create a lake out of it will just end up with disappointment. So instead... accept the puddle for what it is, and if you as your Fighter character needs a Social Pillar lake, just go to the actual lake by Socializing with your DM. Talk as your character with the DM and you can get more Social stuff out of that interaction than you'll ever get by rolling a die. And I think everyone would be much happier if they did that.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8548023, member: 7006"] What's more Social... the player of the Fighter character talking to the NPCs/DM and discussing things (in first-person, third-person, or whatever)... or the Fighter player just saying one thing like "I want to know X" and then rolling a Persuasion check? Even if they got to roll with Advantage because they had Herbalism tools, or whatever extra tools you want to give the Fighter class? The fact of the matter is... the Combat Pillar in the only one that has all the game mechanics at hand to run entire scenes in that Pillar using [I]just[/I] the mechanics. The game is built and designed for it, being an offshoot of a miniatures combat game. But the Exploration and Social have the barest amount of actual dice mechanics and dice formats to play with-- it's like a Survival check or an Intimidate check or whatever in like one to three rolls or thereabouts. And why is this? Because way back when at the time of the game was made back in the 70s, they didn't have skills at all, there were no "checks" for the Exploration and Social Pillars... because the Exploration and Social Pillars were part and parcel with the [I]players themselves[/I] engaging with the world as their characters. And that's why the game doesn't have and never did have the same huge mechanical engines for Exploration and Social like it does for Combat-- because both those pillars are meant to be engaged with differently than Combat. The Exploration Pillar is all about the [I]players[/I] describing where they are going, what they are looking for, where they are going, what they are exploring, and making choices with their [I]player[/I] brains based off of what the DM narrates back to them. There's no gameification or ruleset for "exploring" the D&D world... no dice system to use... it's just the DM narrating what is out there and the players responding with what they want to look and do. Sure, maybe the DM might throw in a skill check or two just to get some levels of success or whatnot to flavor the info the DM gives out to the players... but NONE of the mechanics are a system unto themselves for "Exploration". It's [B]A[/B] die roll. Maybe three. Maybe seven if the DM decided to make it a so-called "Skill Challenge". But the Exploration is not actually about those dice rolls, it's all about the players reacting as their characters to what the DM gives them. And the same is true (if not even doubly so) for the Social Pillar. The entire game is based around players inhabiting their characters and making choices as their characters while interacting with other characters in the game. Again maybe the DM might add in a Persuasion check after the conversations the PCs and NPCs have... but at no point do I think the Persuasion check is the engine for [I]anyone's[/I] game. It's at best an add-in to the actual vocal conversations between players and DM. I mean heck... we all understand this in the very first statement almost any DM makes when presenting things for players in all three pillars. Exploration: [I]"What do you do?"[/I] Social: [I]"What do you say?"[/I] Combat: [I]"Roll for Initiative."[/I] [B]One's[/B] about the dice... the other two are about the players' choices. So while I can appreciate the desire to gameify Exploration and Social more greatly... and believe you me people have been trying to do that for years in every edition of the game... to my mind that's always like trying to make a lake out of a puddle by pouring a cup of water into it. The puddle ain't a lake, it wasn't designed to be a lake, you can't magically turn it into a lake, and your attempts to create a lake out of it will just end up with disappointment. So instead... accept the puddle for what it is, and if you as your Fighter character needs a Social Pillar lake, just go to the actual lake by Socializing with your DM. Talk as your character with the DM and you can get more Social stuff out of that interaction than you'll ever get by rolling a die. And I think everyone would be much happier if they did that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters and Tools
Top