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[+] How can 5e best handle role playing outside of combat?
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<blockquote data-quote="Musing Mage" data-source="post: 8447994" data-attributes="member: 7025552"><p>5e reactions as is simply aren't comprehensive enough. A more detailed chart encompasses far greater reach of reactions than any one DM is capable of thinking of on their own, I don't care how worldly they think they are. It takes the decision out of the DM's hands and puts it where it belongs - in the province of the dice. </p><p></p><p>As DM I like to be surprised by the direction of things. By putting the results with the dice, then anything can happen. As well, Charisma becomes an extremely important attribute not just for the combat mechanics 5e has attached to it, but how it influences the direction of the narrative just by being... My players in my home games learned years ago the major downside of dumping Charisma. NPCS tend to not like them, and it's not because the DM arbitrarily said 'oh, your charisma is a little on the low side so they kinda don't like you...' or 'Ah, you're a paladin with a 17 Charisma, everyone automatically likes you!' - it's because the dice combined with a comprehensive chart of reactions determined the path of the social encounters.</p><p></p><p>The abundance of charts in 1e and 2e worked for a reason.</p></blockquote><p></p>
[QUOTE="Musing Mage, post: 8447994, member: 7025552"] 5e reactions as is simply aren't comprehensive enough. A more detailed chart encompasses far greater reach of reactions than any one DM is capable of thinking of on their own, I don't care how worldly they think they are. It takes the decision out of the DM's hands and puts it where it belongs - in the province of the dice. As DM I like to be surprised by the direction of things. By putting the results with the dice, then anything can happen. As well, Charisma becomes an extremely important attribute not just for the combat mechanics 5e has attached to it, but how it influences the direction of the narrative just by being... My players in my home games learned years ago the major downside of dumping Charisma. NPCS tend to not like them, and it's not because the DM arbitrarily said 'oh, your charisma is a little on the low side so they kinda don't like you...' or 'Ah, you're a paladin with a 17 Charisma, everyone automatically likes you!' - it's because the dice combined with a comprehensive chart of reactions determined the path of the social encounters. The abundance of charts in 1e and 2e worked for a reason. [/QUOTE]
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[+] How can 5e best handle role playing outside of combat?
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