D&D 5E How to model a party of cinematically charismatic heroes?

Iserith

". I also don't say one means of resolution is better than another."

While technically true you do reference how you avoid the drawbacks of the other option(s) both here and in other threads and in the other threads have stated clearly you chose the one without any drawbacks.

So, it really does seem thay saying the others have drawbacks and this one doesnt (a position i dont agree with) is indeed describing one as better than the others, just not so explicitly as your denial is.

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It seems like you want to drag disagreements and grievances from other threads into this one.

Even if that's not the case, I would say your claim is unfounded as I pointed out in those other threads (as I recall): I endeavor to couch those as "potential drawbacks" or words to that effect because that is how it is explained in the DMG and wherever possible I try to align my language with what the rules books say. The DMG mentions no drawbacks for the "Middle Path" and, for that reason and others that I hope I've made evident, I chose that method. That doesn't mean drawbacks don't exist for certain people or groups, though for my part I have found none. So far as I can tell, the drawbacks that have been asserted by others appear to be due in part to legacy thinking that is not supported by the books for this edition of the game. And thinking and playing in such a manner isn't wrong if that is what a given group prefers. It's not what I prefer, however, and that's okay. My means of resolution is not objectively better than another - it's a preference. If that was not clear to you in my many similar posts prior to this one, I hope that it is now.

On that note, this line of discussion does not to me seem pertinent to the topic of this thread except in very abstract ways. I'd rather not continue to rehash a disagreement here that went on for hundreds of posts elsewhere very recently.

*Edited to add links to where I've referred to "potential drawbacks" once, twice, and a third time recently. Some of those posts you even quoted. I will take that to mean you know where I stand on such issues going forward.
 
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This in summary has been the problem with Charisma since the inception of the game, and is a debate that will never end as long as the stat exists. On the one hand, your right. Mechanics exist for a reason, and you want to allow a person with low social skills to play a smooth-talker character. Just as you would have a weakling to play a super strong fighter. Further, a character shouldn't "have their cake and eat it too" with an 8 charisma but amazing speeches.

On the other, role-playing is talking. And there are people that are just better at it than others. If a player gives a dramatic epic speech, many DMs want to reward that....stats be damned.
When you are roleplaying a character with low charisma and no social skills, you have no business giving a 'dramatic epic speech' in the first place. I.e. don't reward players for highly out-of-character behavior.

Or alternatively, just go with it, but in that case allow low-strength characters to lift enormously heavy objects as long as their burly player can successfully lift the gaming table. Fair?
 

Iserith... "It seems like you want to drag disagreements and grievances from other threads into this one."

Sorry then. I thought when you chose to yourself reference things you have said in other threads here to support your case that that meant you were fine with others doing so as well.

My bad, apparently. And yes, they were references to potential drawbacks, but pointing out you chose the one without drawbacks without mentioning drawbacks of the choice you made seems to present a side as better.

But perhaps i did misunderstand.

So, in the interest of clarity, what are the potential drawbacks you see in your chosen midfle of the road with significant auto-play that keep it from being better than the other options with potential drawbacks?

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When you are roleplaying a character with low charisma and no social skills, you have no business giving a 'dramatic epic speech' in the first place. I.e. don't reward players for highly out-of-character behavior.

Or alternatively, just go with it, but in that case allow low-strength characters to lift enormously heavy objects as long as their burly player can successfully lift the gaming table. Fair?
But the problem is not limited to cha but really most mental attributes *if* a GM allows significant parts of the game to be resolved thru means that focus on player skill or the GM player interaction and specifically keeps mechanics reserved for when player skill (at the player GM interaction or otherwise) leaves it in doubt.

I dont know of any GM who would let a player juggling in their living room replace a juggling test by their character who has an 8 dex. I dont know of any GM that would resolve a "dagger vs lever" trick in game to be resolved with some throw test IRL at the gaming table. I dont know of a GM that would let my own cooking skill turn into auto-success in a test in an in-game event even as they gobble up my "cheese-crack".


But i have seen GMs and you have some here who seem to have taken ye olde "dont roll for every stupid thing" and morph it much broader (as is their right) to create effectively two tiers of traits, some of which will frequently or almost always be resolved with mechanics and some that will (frequently enough to be a strategic recommendation) decided in the GM-Player interaction/test without any reference to character stats at all.

Other examples in the world of mental would be an arcane quiz from a potential ally where the PLAYER may know the books but the character does not. "Hey i remember old man bojangle kenobi telling stories for beer at the fire and he said..." even though this OMBK piece did not make the player think of INT or ARCANA or other such spends in chargen.



And though many seem to want to (mis)represent social skill as epic speeches, we all know its more about in many cases knowing the keys and cues to the offer. I myself on more than a few cases saw players roleplay a character stumbling thru a discussion but making sure they still avoided poison pills and got in all the key points that needed to be there.

In an auto-play game where stats dont matter for that stage, it would (and has been) an auto-success. If the mechanics are involved in all but a small set of resolutions (not the same as letting the dice run your game) this might earn a bonus or advantage but the core "purchased" character traits would still be in play.

But keeping stats in play does not have to prevent cinematic heroes as alternate stats can be used and reputation can be used.



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On the broader subject of representing cinematic heroes, two things.

1 Other games that have wanted to model cinematic heroes (say Buffy and Angel) often represent "stars" with different chargen. A "star" might well be better at most everything with their scooy-gang having aptitude in a given skill area (maybe even exceptional power) and a number of hero/inspiration points to help them get "lucky" when needed.

2 IMO in most cases characters built in informed situations are fitted to the campaign. When players see combat efficiency at higher performace as needed they will build to suit. If players see social stats as needed and that they can thrive without optimized combat stats, they build differently.

It can even just come from genre. I often see more broad characters in scifi or cyberpunk campaigns where they dont see damage output as much of a universal key letting them downsize social and tech type proficiencies.

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Iserith... "It seems like you want to drag disagreements and grievances from other threads into this one."

Sorry then. I thought when you chose to yourself reference things you have said in other threads here to support your case that that meant you were fine with others doing so as well.

My bad, apparently. And yes, they were references to potential drawbacks, but pointing out you chose the one without drawbacks without mentioning drawbacks of the choice you made seems to present a side as better.

But perhaps i did misunderstand.

So, in the interest of clarity, what are the potential drawbacks you see in your chosen midfle of the road with significant auto-play that keep it from being better than the other options with potential drawbacks?

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As I explain in my last post, the potential drawbacks depend on how certain folks think about the game. Like whether they think a task becomes uncertain because of a character's ability score instead of say, judging a given task an uncertain or not without reference to ability scores, then letting the 8 Charisma impact those times when it is uncertain. That would be a potential drawback for that person because of how they think about 8 Charisma. That is not, however, a drawback for me because I don't think that way. I see nothing about the resolution system in D&D 5e that suggests that I should. But others seem to like doing that and that's okay. It doesn't make my approach better.

See, those of us who have been here a while know that presenting one's subjective preference as inherently better than someone else's is a big no-no. So I don't see why you keep bringing this up. I will not say my way is better because that is the way of preferences.
 

When you are roleplaying a character with low charisma and no social skills, you have no business giving a 'dramatic epic speech' in the first place. I.e. don't reward players for highly out-of-character behavior.

Or alternatively, just go with it, but in that case allow low-strength characters to lift enormously heavy objects as long as their burly player can successfully lift the gaming table. Fair?

There are rules for how much weight a character with a given Strength score can lift.
 

One thing to keep in mind is that high charisma does not inherently mean a character is attractive physically and vice versa. A high charisma can also be represented by being a smooth talker and a low charisma can be a player character is very unfriendly to others. Skills proficiencies and roleplaying help reinforce this, and the player should be consistent with them (i.e. if you are playing the "ugly" smooth talker with an 18 charisma, you should probably take persuasion or deception and roleplay your character as friendly). Charisma doesnt also always mean you are nice either. Hell, the scarecrow from Batman, for example, has a good Charisma and intimidate despite being far from "pretty" or nice.

Roleplaying also makes a difference as well. One should "own their weaknesses", but keep in mind that not every character need be charismatic to be heroic. John Snow from game of thrones for example would actually have an average charisma at best, despite being a fan favorite and great leader. Every time he opens his mouth to use diplomacy it backfires on him. It is his actions he leads by.
 

It seems to me the best place to deal with this is in the personal characteristics of the characters (trait, ideal, bond, flaw). Let the player decide what a given Charisma score means for their character, then distill that down to one or more personal characteristics so they can fish for Inspiration during play. Then they can spend the Inspiration to better their chances of success when the DM calls for a Charisma check.

In my games, the players can "claim" Inspiration up to 4 times per session, once per trait, ideal, bond, and flaw. All they have to do is play to the characteristic and say "I'm taking Inspiration for that..." or words to that effect. Since the can count on this resource, I often see it being used in things like social interaction challenges when they care about the stakes. It's pretty cool to watch players care about the outcome of a social interaction challenge as they do a life-or-death combat.

In addition, it's probably worth examining how we as DMs structure our social interaction challenges and making sure we're setting up situations and stakes that are likely to result in a cinematic outcomes (win or lose).

Personal characteristics are concrete in their meaning whereas what an 8 Charisma means is not. In my experience, DMs under-utilize Inspiration as a mechanic to incentivize the sorts of behaviors that they're seeking in the play experience.
 

Actually iserith i dont think i came close to asserting you were not using middle path. What i did try to show is there is a rather broad spectrum in the middle path based on how much the GM uses the auto-play by dint of their personal threshold for where "no chance of failure" etc kicks in. Some, perhaps many, set that threshold at mostly the obvious too eady stuff like not rolling to walk across floor. Others obviously may set that higher allowing more and more situations to be resolved with only the player's skill in the player-gm interaction being involved in a given circumstance with no reference to character skill.

I see a number of potential pitfalls with putting more and more of the resolutions into the gm-player interaction (with no character stst and mechanics) involved (even if they were not listed in the DMG.)

As for how much you use it in fact in your game (i never implied you never used mechanics btw) i take you at your word thats its enough that trying to get more auto-play is a better more winning strategy that you specifically mention it so often here as "strstegy" and even go into other games and advise those players of the same.

Are you now trying to say this is a minor thing, not that critical, not that important etc for your games, that it wont produce a siginificant difference in success?

If so that seems a new take on its significance.

But that spectrum of how much of the ability check gameplay falls into "player-gm" resolution without ever needing "character and mechanics" involved has no right or wrong answer in the midfle path or even the other paths. Different RPGs and different tables within given RPGs are all over the place.

My preference is to have the resolution after scene setup and action description/approach to be mostly in the hands of "character-mechanics" (or at least in the shadow of those) rather than in the "GM decides" based on the "GM-Player" dialog especially for important matters (with exceptions only for the more extreme beyond easy and out of possibility cases.)

I also find it keeps the gameplay not as much like two separate systems - one for fighting and other such cases (where that 1 and 20 rule means almost always mechanics and charactrr in play in the resolution) and one for ability checks (where the GM tells you its best strategy as player to keep mechanics out of play in the resolution altogether by succeeding at the auto-play side.)









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Ah, this again, and I see you're still reading other's statements in the worst possible light so that you can maintain your prejudices. Sigh.

Look, it works like this. If a player states their character walks across the room and opens the door, they do that. No roll needed -- the situation isn't uncertain nor is a failure meaningful. If, however, there's a trap on the floor in front of the door, well, now the situation is uncertain (will the character see the trap in time?) and the outcome meaningful (the trap goes off), so a roll is called for. Perception seems a good place to start. So, same declaration, different outcome. If, however, the player declared that his character was checking the floor in front of the door for a trap, and I deem that any significant effort will discover said trap, then I might or might not call for a roll depending on my prep. If, for instance, the party had received information about the kinds and placement of traps in this area from an informant, I'd decide this was an autosuccess (and likely the reason the player declared such a specific action). If, instead, it was a lucky guess on the part of the player absent any other information, then I'd call for a check (you can miss obvious things) but might give advantage for the lucky declaration.

The same goes for the key in the drawer. If a player declares they're searching the drawer, there's a check called for (again, you can miss things, so it's uncertain and not finding the key is a meaningful outcome). If, however, the player declares they're taking the time to do a detailed search of the drawer, looking for false bottoms, for instance, then I'm going to decide that such a detailed examination of the contents finds the key automatically, but not a false bottom (there was none). The cost, here, will be time, as the character will take a number of minutes to conduct a detailed examination of the drawer and so can't perform other actions and may trigger a knock-on effect do to taking more time. Balance.

in the case of social check, sure, the player of that 6 CHA character can deliver a Globe Theatre quality monologue to the merchant, and I'll applaud their effort, but then I'll ask for a CHA check to convince the merchant of whatever the monologue was going for. This is because I don't really care what words you pick, the question isn't whether or not the player can speak but if his character can convince the merchant to part with that precious thing or not. To that effect, the flowery speech is nothing more than a longwinded goal/approach statement, and that affects neither the uncertainty nor the meaningfulness of the interaction. So, please roll a check.

Autosuccess in social engagements isn't based on the quality of the delivery, but on the quality of the approach. If you've done your research, and you know that this merchant is afraid of the tax-man because he's been cheating, or that he loves, loves, loves the taste of a rare spice, then if you couch your approach as leveraging these things you'll get a better go of it. Insinuate that you know the auditor and that if the merchant is unreasonable he might stop in for a visit or that you'd be willing to offer a tin of this fine spice for some consideration about the item and you'll likely be rolling with advantage. Do them both (carrot/stick) and you might get an autosuccess for doing a good job of prep and application of knowledge. Deliver a flowery speech at the player table and I'll clap and then ask for a roll.

Or, if you just are out looking for some rope, you can buy that at book price without a single roll needed. It's not uncertain -- at least for now, but when the Great Hemp Shortage starts up next session, well... check time.

Accusing other people of being easily swayed by player theatrics, especially when you've never gamed with them and have zero idea of what happens at their table (and your continued imaginings despite clear statements to the contrary show you have no idea) is petty and looks very bad on you. Again, I'm happy you enjoy your game, which you play in a different (or not different) style than I or [MENTION=97077]iserith[/MENTION] or anyone else, for that matter, does. It's exciting to know that there are so many good ways to play Pretend Elves. And, honestly, I'm a bit of a gaming butterfly -- I can play in and enjoy many different styles of play and games and adapt easily to most tables. But, for now, when I run, I like the style I use, and I'm sure you like the style you use. Neither is the most right style, but both are the most right style for each of us. Which is pretty awesome when you think about it.
 

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