diaglo
Adventurer
Olgar Shiverstone said:On handling social situations:
Here's how I handle it, and it has worked pretty well. The player's actions (ie, the roleplay) determine what happens; the skill check determines the success of that action.
So for example, if the player wants to negotiate with the mayor, he doesn't just say "I negotiate with the mayor, my Diplomacy roll is 18. -- if he does, I ask "So what do you say?". We carry on a conversation for a while, and at a point I think is appropriate, I have the player make a diplomacy check, and the success/failure of the check determines the course of further roleplay.
what about the player who only says things like "Parrot, parrot, parrot"
or "Smooze"
as his response and did it for 1.5 years in the campaign.

edit: and rolled some out of this frelling world high score for his skill check so he could keep it. or if he rolled low would then offer to reroll it after some rather longwinded speech.
edit2: i could always count on the DM to remember the NPCs and the key elements in the game. i could also count on some of the players for things. one player would remember all the stuff i took in tho he wasn't around. but could he remember the name of the BBEG we chased around for 4 frelling session. no. and then he would turn to me and ask for the name. even tho i wasn't around when he was telling someone In character. so i could count on the hand and halfer to metagame the hell out of the game and ruin my enjoyment of when he should've been squirming.

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