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Grittier 4th Edition: Pointers
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<blockquote data-quote="DSRilk" data-source="post: 3979543" data-attributes="member: 35212"><p>Personally, I find no real social interaction rules are necessary at all. For my players, it's generally the joy of roleplaying itself that we enjoy and we don't need rules for it. For me, a diplomacy roll is good enough to give me a guide for how much an NPC will divulge, and the rest we play out. I don't want a combat-like system of verbal sparring. If combat could be handled fluidly and fairly via roleplaying, I'd do that. There would be skills like "flourish" and "brute force," and you picked one of them as a means of combat to determine the outcome. You'd make a check and we'd roleplay it out much like my players go the route of diplomacy, bluff, or intimidation to get information out of someone. Then again, there's a reason why I go several sessions with no combat, so I know I'm not like most players.</p><p></p><p>The most rules I'd like to see are basically already written. I'd just improve the info about NPCs. List the basic methods of interaction: diplomacy (WIS), wit (CHA), intimidation (STR), bluff (INT) (which could even be all one skill called persuasion but using different key attributes). Give me a list of info the NPC possessed, the difficulty of getting each tidbit, and modifiers for each interaction for the character. E.g. Jaded Bob (dip: 0, wit: +2, int: -2, bluff: -5): knows where the bad guy is (DC 10), knows why the bad guy is doing stuff (DC 15), knows the bad guy's weakness (DC 20). Pick an approach and make the check, then roleplay the convo giving the appropriate info as it comes up.</p></blockquote><p></p>
[QUOTE="DSRilk, post: 3979543, member: 35212"] Personally, I find no real social interaction rules are necessary at all. For my players, it's generally the joy of roleplaying itself that we enjoy and we don't need rules for it. For me, a diplomacy roll is good enough to give me a guide for how much an NPC will divulge, and the rest we play out. I don't want a combat-like system of verbal sparring. If combat could be handled fluidly and fairly via roleplaying, I'd do that. There would be skills like "flourish" and "brute force," and you picked one of them as a means of combat to determine the outcome. You'd make a check and we'd roleplay it out much like my players go the route of diplomacy, bluff, or intimidation to get information out of someone. Then again, there's a reason why I go several sessions with no combat, so I know I'm not like most players. The most rules I'd like to see are basically already written. I'd just improve the info about NPCs. List the basic methods of interaction: diplomacy (WIS), wit (CHA), intimidation (STR), bluff (INT) (which could even be all one skill called persuasion but using different key attributes). Give me a list of info the NPC possessed, the difficulty of getting each tidbit, and modifiers for each interaction for the character. E.g. Jaded Bob (dip: 0, wit: +2, int: -2, bluff: -5): knows where the bad guy is (DC 10), knows why the bad guy is doing stuff (DC 15), knows the bad guy's weakness (DC 20). Pick an approach and make the check, then roleplay the convo giving the appropriate info as it comes up. [/QUOTE]
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