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Is D&D Too Focused on Combat?
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<blockquote data-quote="Kobold Boots" data-source="post: 7733587" data-attributes="member: 92239"><p>I posted half of this answer in another post you've acknowledged with XP, so I'll only add the other half. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Objective tasks like combat require a lot of rules to handle properly and are bloated by character guidelines that increase word count.</p><p>Subjective tasks like social situations can't be modeled well given the same word count, it's actually less effective because you have far more nuance with the interaction</p><p></p><p>Here's something that works for my table:</p><p></p><p>Player trying to convince a merchant to lower pricing. </p><p>1. How strapped is the merchant - If he's doing well he'll be inclined to haggle -2 to difficulty. If not less so +2</p><p>2. How good of a mood is he in today - start at 10, roll 2d10. First die is 1-5 good mood, 6-10 bad.. second die is the modifier</p><p>(range of 0-20) sets the initial difficulty. So final diff is no check necessary to 22 - really bad day.</p><p></p><p>Roleplay because I don't allow a check without a trigger and the conversation itself is that trigger.</p><p></p><p>Player rolls against desired skill or attribute depending on what version of the game we're playing.</p><p>If they beat the target we continue the conversation favorably. If they fail it we continue the conversation less so unless it's really botched.</p><p></p><p>What I just typed up is all that's really needed when a contest is expected socially. You don't really need more. The responsibility is on the DM to set table rules for what has to happen before a check is allowed. If you require some rp then you'll get much more of it over time. If you don't, then none will happen or it will happen sporadically.</p><p></p><p>Thanks,</p><p>KB</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7733587, member: 92239"] I posted half of this answer in another post you've acknowledged with XP, so I'll only add the other half. :) Objective tasks like combat require a lot of rules to handle properly and are bloated by character guidelines that increase word count. Subjective tasks like social situations can't be modeled well given the same word count, it's actually less effective because you have far more nuance with the interaction Here's something that works for my table: Player trying to convince a merchant to lower pricing. 1. How strapped is the merchant - If he's doing well he'll be inclined to haggle -2 to difficulty. If not less so +2 2. How good of a mood is he in today - start at 10, roll 2d10. First die is 1-5 good mood, 6-10 bad.. second die is the modifier (range of 0-20) sets the initial difficulty. So final diff is no check necessary to 22 - really bad day. Roleplay because I don't allow a check without a trigger and the conversation itself is that trigger. Player rolls against desired skill or attribute depending on what version of the game we're playing. If they beat the target we continue the conversation favorably. If they fail it we continue the conversation less so unless it's really botched. What I just typed up is all that's really needed when a contest is expected socially. You don't really need more. The responsibility is on the DM to set table rules for what has to happen before a check is allowed. If you require some rp then you'll get much more of it over time. If you don't, then none will happen or it will happen sporadically. Thanks, KB [/QUOTE]
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