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Seb-wejem
I think when it comes to role-playing out of combat situations, the rules should back up and support the roleplaying. Primarily this comes down to skill checks in support of what the players are wanting to do, whether that's an eloquent speach by the players or them saying "my player says this..." shouldn't really matter.
There is a guide to social interaction in the DMG, it's nice and simple, having initial impressions of the players of hostile, indifferent, or friendly which then goes on to state what happens with a successful check. The DM can provide advantage or disadvantage to the check depending in how
What the PCs say (I believe this ties into bonds/flaws etc, maybe I should also reread it). This is, to me at least, a good system since it backs up the role-playing with a mechanic to help arbitrate the reaction.
I think for most of the exploration and social pillars, you don't really need a great deal of rules, just enough to back up what the players are wanting to do, though you could also do it completely freeform with no additional rules and just use the occasional ability check.
There is a guide to social interaction in the DMG, it's nice and simple, having initial impressions of the players of hostile, indifferent, or friendly which then goes on to state what happens with a successful check. The DM can provide advantage or disadvantage to the check depending in how
What the PCs say (I believe this ties into bonds/flaws etc, maybe I should also reread it). This is, to me at least, a good system since it backs up the role-playing with a mechanic to help arbitrate the reaction.
I think for most of the exploration and social pillars, you don't really need a great deal of rules, just enough to back up what the players are wanting to do, though you could also do it completely freeform with no additional rules and just use the occasional ability check.