Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6608052" data-attributes="member: 42582"><p>That doesn't really mark a distinction from a skill-based system, either, or at least a good one. In a good social-skill system, you can only make a skill check by declaring some action that makes sense in the fiction.</p><p></p><p>I'm not really sure I entirely follow the example.</p><p></p><p>In Moldvay Basic, as in real life, it has to be <em>possible</em> to persuade someone to buy something they don't like. In a system like 4e, the Bluff skill might be relevant. In Moldvay Basic, it's raw CHA (no social skills).</p><p></p><p>If the NPC really doesn't like pies, that would impose a penalty. If the GM is roleplaying the NPC well, then the players might work out the NPC doesn't like pies and have their sales efforts switch to (say) apples instead.</p><p></p><p>Presumably, the PCs can also learn information about NPCs and deploy it. For instance, NPC X in the dungeon might have gossip that a trader down the corridor is interested in good-quality giant ferret skins. If the players approach the trader offering giant ferret skins for sale at a good price, then that should give them a bonus (just as, if they learn in advance that your NPC doesn't like pies, they can avoid offering pies for sale and thereby avoid the pie-hatred-induced penalty).</p><p></p><p>I'm not sure what you mean by "as they see fit". The GM shouldn't be arbitrary. If the NPC description says "The trader is keen to buy giant ferret skins" and the players, having learned of this, approach the NPC offering skins for sale, it would not be proper GMing for the GM to impose a penalty just because s/he suddenly "sees fit". The GM should also be adjudicating things in a way that makes sense, given the fiction. (Including the pre-established fiction which the players are gradually unearthing through their explorative efforts.)</p><p></p><p>In practice, not every group who plays Moldvay Basic uses the written rules for stat generation. Or even if they do, there might be a stable of characters and a player can choose to take the high-CHA one out for a spin.</p><p></p><p>It might also be possible to learn of a magic item or magic pool or similar that raises CHA.</p><p></p><p>It seems to me that, in the same way that players can take steps to increase their chance to hear noises (eg play thieves or demihumans), they can take steps to increase their chances at good reactions.</p><p></p><p>In the post that I was replying to, [MENTION=6680772]Iosue[/MENTION] says of the hear noise example "The characters listen at a door? The DM can decide what they hear, or roll." What I don't think the GM is free to do is to declare that the PCs hear nothing, even if - according to the dungeon key - there is in fact potentially audible noise in the room. Nothing in the Moldvay Basic GMing advice gives that GM that sort of authority, to block the players' exploratory efforts without regard to the fictional positioning.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6608052, member: 42582"] That doesn't really mark a distinction from a skill-based system, either, or at least a good one. In a good social-skill system, you can only make a skill check by declaring some action that makes sense in the fiction. I'm not really sure I entirely follow the example. In Moldvay Basic, as in real life, it has to be [I]possible[/I] to persuade someone to buy something they don't like. In a system like 4e, the Bluff skill might be relevant. In Moldvay Basic, it's raw CHA (no social skills). If the NPC really doesn't like pies, that would impose a penalty. If the GM is roleplaying the NPC well, then the players might work out the NPC doesn't like pies and have their sales efforts switch to (say) apples instead. Presumably, the PCs can also learn information about NPCs and deploy it. For instance, NPC X in the dungeon might have gossip that a trader down the corridor is interested in good-quality giant ferret skins. If the players approach the trader offering giant ferret skins for sale at a good price, then that should give them a bonus (just as, if they learn in advance that your NPC doesn't like pies, they can avoid offering pies for sale and thereby avoid the pie-hatred-induced penalty). I'm not sure what you mean by "as they see fit". The GM shouldn't be arbitrary. If the NPC description says "The trader is keen to buy giant ferret skins" and the players, having learned of this, approach the NPC offering skins for sale, it would not be proper GMing for the GM to impose a penalty just because s/he suddenly "sees fit". The GM should also be adjudicating things in a way that makes sense, given the fiction. (Including the pre-established fiction which the players are gradually unearthing through their explorative efforts.) In practice, not every group who plays Moldvay Basic uses the written rules for stat generation. Or even if they do, there might be a stable of characters and a player can choose to take the high-CHA one out for a spin. It might also be possible to learn of a magic item or magic pool or similar that raises CHA. It seems to me that, in the same way that players can take steps to increase their chance to hear noises (eg play thieves or demihumans), they can take steps to increase their chances at good reactions. In the post that I was replying to, [MENTION=6680772]Iosue[/MENTION] says of the hear noise example "The characters listen at a door? The DM can decide what they hear, or roll." What I don't think the GM is free to do is to declare that the PCs hear nothing, even if - according to the dungeon key - there is in fact potentially audible noise in the room. Nothing in the Moldvay Basic GMing advice gives that GM that sort of authority, to block the players' exploratory efforts without regard to the fictional positioning. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
Top