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[+] How can 5e best handle role playing outside of combat?
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<blockquote data-quote="Helpful NPC Thom" data-source="post: 8448247" data-attributes="member: 7031378"><p>5e's roleplaying mechanics are there, but they are underdeveloped. As I mentioned in another thread, things like BIFTs, Inspiration, and Backgrounds are there as character elements that shape roleplaying. Skills allow for non-combat gameplay. These elements lack the mechanical teeth of combat mechanics, and rather than developing subsystems to grant them weightier mechanics, there are a few things GMs can do to encourage roleplaying.</p><p></p><p>1. Allow for non-combat conflict resolution. Negotiation, bartering, diplomacy, deception, skullduggery, evasion. Make these avenues of conflict resolution available to the players and encourage them the same way the system encourages combat: XP rewards.</p><p></p><p>2. Reward roleplaying generously. Inspiration and BIFTs are there. Liberally use them. Reward playing to BIFTs with Inspiration, and lots of it. Hand it out left and right. If the players know they will receive Inspiration for roleplaying, they'll roleplay more...and they'll spend that Inspiration rather than hoarding it for a critical saving throw. If they spend Inspiration, they'll then try to recoup it with--you guessed it!--roleplaying.</p><p></p><p>3. Make skill checks matter. If a good portion of the game can be resolved by rolling ability score + weapon proficiency bonus, an equal or greater portion can be resolved by rolling ability score + skill proficiency bonus. You don't need to implement skill challenges or formalized mechanics for this, just ensure that characters can use History and Survival to solve problems the same way that characters can use spell slots and attack rolls.</p></blockquote><p></p>
[QUOTE="Helpful NPC Thom, post: 8448247, member: 7031378"] 5e's roleplaying mechanics are there, but they are underdeveloped. As I mentioned in another thread, things like BIFTs, Inspiration, and Backgrounds are there as character elements that shape roleplaying. Skills allow for non-combat gameplay. These elements lack the mechanical teeth of combat mechanics, and rather than developing subsystems to grant them weightier mechanics, there are a few things GMs can do to encourage roleplaying. 1. Allow for non-combat conflict resolution. Negotiation, bartering, diplomacy, deception, skullduggery, evasion. Make these avenues of conflict resolution available to the players and encourage them the same way the system encourages combat: XP rewards. 2. Reward roleplaying generously. Inspiration and BIFTs are there. Liberally use them. Reward playing to BIFTs with Inspiration, and lots of it. Hand it out left and right. If the players know they will receive Inspiration for roleplaying, they'll roleplay more...and they'll spend that Inspiration rather than hoarding it for a critical saving throw. If they spend Inspiration, they'll then try to recoup it with--you guessed it!--roleplaying. 3. Make skill checks matter. If a good portion of the game can be resolved by rolling ability score + weapon proficiency bonus, an equal or greater portion can be resolved by rolling ability score + skill proficiency bonus. You don't need to implement skill challenges or formalized mechanics for this, just ensure that characters can use History and Survival to solve problems the same way that characters can use spell slots and attack rolls. [/QUOTE]
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[+] How can 5e best handle role playing outside of combat?
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