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<blockquote data-quote="Yaarel" data-source="post: 8548113" data-attributes="member: 58172"><p>I do both. Storytelling and dice checks. The player must interact with the world narratively, including roleplaying the interaction. Often, the effort autosucceeds if it makes sense that it would. The skill check only comes into play if the result of the effort seems like it can go either way. I have seen others describe this DM style as: "Yes, No, Maybe".</p><p></p><p>For example, no one ever says, "I use Intimidate to ...." One instead might say something like, "If you dont do that, your kid is going to end up marrying that scoundrel that you dont like," thus playing on the concerns and fears of the parent. If the parent is torn about what to do, this effort might resolve by an Intimidation check.</p><p></p><p></p><p>The origin of D&D is a wargame. The combat mechanics are first, historically.</p><p></p><p>Since then, D&D has been quantifying and mechanizing the "social combat" aspects as well. D&D introduced Intelligence, Wisdom, and Charisma, as metrics, whose numbers determined things like researching or happening to know something, or interacting with hirelings and their morale.</p><p></p><p>Since then the game accumulates other successful mechanics, like knowledge skills, and social skills to deceive or even to frighten into a forced surrender.</p><p></p><p>The Cortex gaming engine has made several breakthrus for social mechanics. It is probably one of the influences for the 5e "bond". Come to think of it, I should probably grant proficiency to any check relating to a bond, such as a loved one or a spiritual community.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8548113, member: 58172"] I do both. Storytelling and dice checks. The player must interact with the world narratively, including roleplaying the interaction. Often, the effort autosucceeds if it makes sense that it would. The skill check only comes into play if the result of the effort seems like it can go either way. I have seen others describe this DM style as: "Yes, No, Maybe". For example, no one ever says, "I use Intimidate to ...." One instead might say something like, "If you dont do that, your kid is going to end up marrying that scoundrel that you dont like," thus playing on the concerns and fears of the parent. If the parent is torn about what to do, this effort might resolve by an Intimidation check. The origin of D&D is a wargame. The combat mechanics are first, historically. Since then, D&D has been quantifying and mechanizing the "social combat" aspects as well. D&D introduced Intelligence, Wisdom, and Charisma, as metrics, whose numbers determined things like researching or happening to know something, or interacting with hirelings and their morale. Since then the game accumulates other successful mechanics, like knowledge skills, and social skills to deceive or even to frighten into a forced surrender. The Cortex gaming engine has made several breakthrus for social mechanics. It is probably one of the influences for the 5e "bond". Come to think of it, I should probably grant proficiency to any check relating to a bond, such as a loved one or a spiritual community. [/QUOTE]
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