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General Tabletop Discussion
*TTRPGs General
Issues with Social Skills: Bluff, Diplomacy, Intimidate
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<blockquote data-quote="Chrono22" data-source="post: 5085102" data-attributes="member: 86638"><p>I can't talk about it too much, but I think 3.5 D&D's skill system (including interaction skills) had too many skills with very specific, limited functions. Part of the problem with roleplaying in tandem with diplomacy, intimidate, bluff, and gather information skills is that</p><p>1. You can't predict the outcome of your roll. This means you must either retroactively change your incredibly well versed diplomatic suggestions into dismal failures, or figure out what you say after you make the roll.</p><p>2. In a practical conversation, or any form of interaction, the line between diplomacy, intimidation, and bluffing can be very fine. Players shouldn't have to avoid saying "intimidating" things just because of how skill ranks are allocated.</p><p>This makes it very hard to get in character, or to rely on natural talents, and it doesn't really provide any support to players who have no real-world ability at interacting with other people.</p><p></p><p>My solution- use props in the same fashion as miniatures assist combat. I've created a stack of index cards with a personality trait/"alignment"/complex/phobia. During character creation, the players must choose traits. Some traits have requirements (attribute requirements).</p><p>During a drawn-out conversation, players can employ theirs and other characters' personality traits to their advantage in conversation. Players can assign ranks to the interaction skill, but it never really counts as much as saying the right thing to the right person at the right time. Unbelievable things are still unbelievable no matter how high your persuasion attempt was- a person who is Cynical and Stubborn is unlikely to fall for your tricks. This system provides a good support to socially awkward players, it's more intuitive, and the interplay of the personality traits is quite interesting.</p><p>Normal interaction skill checks occur in non-vital or trivial conversations (talking to a barkeep, purchasing mundane equipment, etc).</p></blockquote><p></p>
[QUOTE="Chrono22, post: 5085102, member: 86638"] I can't talk about it too much, but I think 3.5 D&D's skill system (including interaction skills) had too many skills with very specific, limited functions. Part of the problem with roleplaying in tandem with diplomacy, intimidate, bluff, and gather information skills is that 1. You can't predict the outcome of your roll. This means you must either retroactively change your incredibly well versed diplomatic suggestions into dismal failures, or figure out what you say after you make the roll. 2. In a practical conversation, or any form of interaction, the line between diplomacy, intimidation, and bluffing can be very fine. Players shouldn't have to avoid saying "intimidating" things just because of how skill ranks are allocated. This makes it very hard to get in character, or to rely on natural talents, and it doesn't really provide any support to players who have no real-world ability at interacting with other people. My solution- use props in the same fashion as miniatures assist combat. I've created a stack of index cards with a personality trait/"alignment"/complex/phobia. During character creation, the players must choose traits. Some traits have requirements (attribute requirements). During a drawn-out conversation, players can employ theirs and other characters' personality traits to their advantage in conversation. Players can assign ranks to the interaction skill, but it never really counts as much as saying the right thing to the right person at the right time. Unbelievable things are still unbelievable no matter how high your persuasion attempt was- a person who is Cynical and Stubborn is unlikely to fall for your tricks. This system provides a good support to socially awkward players, it's more intuitive, and the interplay of the personality traits is quite interesting. Normal interaction skill checks occur in non-vital or trivial conversations (talking to a barkeep, purchasing mundane equipment, etc). [/QUOTE]
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Issues with Social Skills: Bluff, Diplomacy, Intimidate
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