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[+] How can 5e best handle role playing outside of combat?
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<blockquote data-quote="Umbran" data-source="post: 8447964" data-attributes="member: 177"><p>Cortex Prime and Fate Accelerated are good examples for a basic game design premise - don't, by design, lock people out of participation in a scene.</p><p></p><p>This is one issue with D&D and social interaction mechanics - what mechanics exist are almost all gated on one ability - Charisma, and only a couple of skills (Deception, Intimidation, and Persuasion). While character classes are built so that they all have a solid role in combat, if you aren't one of the few that makes heavy use of Charisma for combat mechanics, then you probably won't have a high charisma, and are unlikely to have the skills. The result is the party having a "face" role, one go-to person to handle all social interactions. Nobody else engages, because their chances of success are too low - everyone stands aside to let the Face handle it all.</p><p></p><p>Which is fine, if that's what you want. However, to make social interaction really shine, you ought to have more players involved. So, how do we do that with the elements we already have in the game? Some ideas:</p><p></p><p>1) Make Backgrounds matter: Backgrounds don't have to just be a package of a few skills and a ribbon ability. They can be viewed as also indicating a familiarity with people of a given type. They share many concerns, share an understanding of worldview, and so on. Simply put, they should know how to talk to each other, and we can provide Advantage when they align, and maybe Disadvantage when they don't. For example, the Criminal, Smuggler, and Urchin probably should have Advantage in trying to influence each other, due to that familiarity of mindset. The Alcolyte knows how to talk to Sages effectively, and so on. The Knight and Noble will easily get on the same page, but the Noble and the Urchin probably won't.</p><p></p><p>This helps solidify fictional role beyond packs of stats. Maybe the party doesn't want to send the courtly Bard in to talk to the crime boss. The party Rogue may have lower Charisma, but be more reliable in their relations with such folks.</p><p></p><p>2) Make liberal use of other stats with social interaction. We already have the precedent that Intimidation can be used based on Charisma or Strength. Extend that idea - Charisma can always work, but also, if the player puts forth a very logical, evidence-based argument, allow them to roll Persuasion (Intelligence). If the player puts forth a very empathetic, insightful argument, allow them to roll Persuasion (Wisdom).</p><p></p><p>That character with high Charisma and appropriate skill will still usually be good at social interaction, but now we have opened up the floor for at least modest success for others as well, depending on teh type of peopel they are, and the approaches to the world that they already depend on.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8447964, member: 177"] Cortex Prime and Fate Accelerated are good examples for a basic game design premise - don't, by design, lock people out of participation in a scene. This is one issue with D&D and social interaction mechanics - what mechanics exist are almost all gated on one ability - Charisma, and only a couple of skills (Deception, Intimidation, and Persuasion). While character classes are built so that they all have a solid role in combat, if you aren't one of the few that makes heavy use of Charisma for combat mechanics, then you probably won't have a high charisma, and are unlikely to have the skills. The result is the party having a "face" role, one go-to person to handle all social interactions. Nobody else engages, because their chances of success are too low - everyone stands aside to let the Face handle it all. Which is fine, if that's what you want. However, to make social interaction really shine, you ought to have more players involved. So, how do we do that with the elements we already have in the game? Some ideas: 1) Make Backgrounds matter: Backgrounds don't have to just be a package of a few skills and a ribbon ability. They can be viewed as also indicating a familiarity with people of a given type. They share many concerns, share an understanding of worldview, and so on. Simply put, they should know how to talk to each other, and we can provide Advantage when they align, and maybe Disadvantage when they don't. For example, the Criminal, Smuggler, and Urchin probably should have Advantage in trying to influence each other, due to that familiarity of mindset. The Alcolyte knows how to talk to Sages effectively, and so on. The Knight and Noble will easily get on the same page, but the Noble and the Urchin probably won't. This helps solidify fictional role beyond packs of stats. Maybe the party doesn't want to send the courtly Bard in to talk to the crime boss. The party Rogue may have lower Charisma, but be more reliable in their relations with such folks. 2) Make liberal use of other stats with social interaction. We already have the precedent that Intimidation can be used based on Charisma or Strength. Extend that idea - Charisma can always work, but also, if the player puts forth a very logical, evidence-based argument, allow them to roll Persuasion (Intelligence). If the player puts forth a very empathetic, insightful argument, allow them to roll Persuasion (Wisdom). That character with high Charisma and appropriate skill will still usually be good at social interaction, but now we have opened up the floor for at least modest success for others as well, depending on teh type of peopel they are, and the approaches to the world that they already depend on. [/QUOTE]
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[+] How can 5e best handle role playing outside of combat?
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