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*TTRPGs General
Issues with Social Skills: Bluff, Diplomacy, Intimidate
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<blockquote data-quote="Janx" data-source="post: 5085066" data-attributes="member: 8835"><p>You make good points. If you shouldn't need to "have" the skill to play a PC with that skill, as it defeats the point.</p><p></p><p>One of the concepts that I've always felt was fuzzy, was whether "roleplaying" meant playing a role as in function in the party (like fighter) or if it meant playing a personality.</p><p></p><p>I think concepts like alignment were implying that you were supposed to pick how your PC acted in a personality way (albeit, simplistically). Some of us got a bit more complex and created complex and varying personalities for our PCs.</p><p></p><p>The game doesn't explicitly ask or reward this behavior, except in the form of alignment change penalties.</p><p></p><p>The game also doesn't give any guidance or regulation as to how to act out your Charisma. How are you supposed to act out CHA8, or CHA16? How do we know that you are NOT acting correctly? BTW, I using "acting" in the thespian sense, as in protrayal of a character.</p><p></p><p>What this gets down to, is from a mechanical sense, what you as a player actually say has no mechanical support in the rules, except in establishing the intent of your PC. Essentially, regardless of how eloquent you were, the GM should establish what you want from the NPC and go by the roll of the dice. Because there are no rules to abjudicate your acting ability.</p><p></p><p>As a GM and player, I don't like that interpretation. I like it when players portray their characters, and dislike it when they treat it as a pile of stats. Doing it this way, just means the "thespians" at the table are adding a bit of flavor to the table talk, but nothing else.</p><p></p><p>This ties it to what rougerogue is saying, because a non-acting/social player would be following the RAW by resolving it with just mechanics. It would let them play a social PC.</p><p></p><p>If you want to encourage "proper" protrayal of character, you'll need some rules to help encourage and regulate it.</p></blockquote><p></p>
[QUOTE="Janx, post: 5085066, member: 8835"] You make good points. If you shouldn't need to "have" the skill to play a PC with that skill, as it defeats the point. One of the concepts that I've always felt was fuzzy, was whether "roleplaying" meant playing a role as in function in the party (like fighter) or if it meant playing a personality. I think concepts like alignment were implying that you were supposed to pick how your PC acted in a personality way (albeit, simplistically). Some of us got a bit more complex and created complex and varying personalities for our PCs. The game doesn't explicitly ask or reward this behavior, except in the form of alignment change penalties. The game also doesn't give any guidance or regulation as to how to act out your Charisma. How are you supposed to act out CHA8, or CHA16? How do we know that you are NOT acting correctly? BTW, I using "acting" in the thespian sense, as in protrayal of a character. What this gets down to, is from a mechanical sense, what you as a player actually say has no mechanical support in the rules, except in establishing the intent of your PC. Essentially, regardless of how eloquent you were, the GM should establish what you want from the NPC and go by the roll of the dice. Because there are no rules to abjudicate your acting ability. As a GM and player, I don't like that interpretation. I like it when players portray their characters, and dislike it when they treat it as a pile of stats. Doing it this way, just means the "thespians" at the table are adding a bit of flavor to the table talk, but nothing else. This ties it to what rougerogue is saying, because a non-acting/social player would be following the RAW by resolving it with just mechanics. It would let them play a social PC. If you want to encourage "proper" protrayal of character, you'll need some rules to help encourage and regulate it. [/QUOTE]
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