My Beef with Social Skills

ZSutherland

First Post
I just plain don't like them and I'm going to explain why and then sit here and hope someone can point out where I'm wrong.

Mike Mearls, and many other designers and commentators aside, have complained frequently about what he describes as "Mother May I" abilities. The ranger's Favored Enemy ability makes the most obvious candidate. Numerically, it is quite the appreciable bonus, but the ability is only as useful (or useless) as the DM allows it to be by pitting you against encounters that include your favored enemies. Being Orc-Slayer numero uno is really useless if you never encounter orcs. The cleric's Turn Undead ability is similarly problematic (though much improved with some of the divine feats from supplemental material).

To me, the social skills describe the opposite affect. I think I'll call them "Baby Please!" abilities, which is cry of the hearts of DMs who've just watched their role-playing scene, encounter, or potentially their story go down the drain due to one stinking skill check.

Gather Information: This is a viable enough skill, I suppose, a bit of a time saver, but on the whole, it's sort of useless. It's really more a "Mother May I" ability than a "Baby Please!," Why do we need a skill check to see what the PCs can learn about the local lord, the next dungeon, or the bizarre string of murders plaguing the town? One of three things is bound to be the case. One, the information garnered is necessary for the story to proceed (e.g. rumors say a strange cloaked figure has been seen wandering the graveyard at night). If this is the case, the DM was going to give you that information regardless of the roll's result or even the attempt. Two, there's nothing to learn, either because there really isn't anything or you caught the DM flat-footed. Again, not necessary. Finally, there is something to learn but gaining that information in such a cheap (and I mean resource cheap including play-time and mental effort) manner will deprive you, the other players, and the DM the fun of finding it the old fashioned way. This puts the DM in the tough spot of having to fudge, or removing some of the fun and challenge.

Sense Motive/Bluff: I have the least problem with this pair of skills, since there is at least an opposition check to be made. I like the Feint action afforded by Bluff. It's clever and throws a bone to bards and charisma-oriented rogues who are otherwise a little weak in combat. My only real beef is the standard player reaction to Sense Motive checks. "The crafty old wizard tells you X." "We Sense Motive." *I roll or they roll, doesn't matter* "Hrm, we must have failed that roll. I don't believe him." Or they do believe him and never bother to make the roll. They're not going to let their characters' beliefs be dictated by a die roll in this manner any more than they would allow their alignment or spell selection to be so decided. They look at context clues and other available evidence and make a reasoned choice just like they do in the real world, which means that Bluff is wholly inviable for my NPCs to use while they remain completely vulnerable to its use by the PCs. Blech.

Intimidate: I'm not sure why it's a Charisma skill only. Certainly, I can think of a few charismatic people (Judi Dench springs to mind) that aren't particularly physically imposing that could set my knees knocking if they glared at me properly, but the most uncharismatic dolt on the planet, augmented with enough muscle power, could just as easily intimidate me under the right circumstances. He's larger than me, stronger than me, and looks as if he's about to take advantage of that fact and pummel me. I'm now intimidated. More importantly, it suffers the same problem as Sense Motive without the decency to be an opposed check. Players simply aren't going to let their actions be dictated that way.

DM:"You enter the throne-room of the Ogre Chieften. He is covered in ritual scarring and looks at you as if his only concern is the order in which he should devour you and what sort of seasoning he should use." *makes Intimidate check* "He's really quite frightening." Players: "Bah, he's just an ogre. Let's make with the fireballs."

Again, I have to subject my NPCs to PC Intimidate checks, but the reverse is not true.

Diplomacy: The mother-lode of stupid social skills. No opposed check, still doesn't work on the PCs because if I want the the PCs to like an NPC, I have to describe him in likeable terms (I don't just toss a die and say, "Okay, he rolled well. You all like this guy a lot."), and capable of being more powerful than charm person w/o the humanoid restriction, will save, or limited use per day. I've used this one myself (on one of those rare occasions that I got to play). In a Wheel of Time game I wound up with abysmal physical stats but a decent Int and a great Cha score. I played a scoundrel/gleeman (think rogue with bard as a prestige class), and by the end of the campaign, the poor guy playing our armsmen was about ready to tear his beard out that nearly every encounter that might have evolved into combat was thwarted by my ridiculous Diplomacy check.

In the end, rules exist to serve the game, most notably in places where player knowledge will not suffice. I know next to squat about sword-play or where to stick a dagger to inflict maximum punishment. Most people don't know that sort of thing, and it would be highly inconvinient, even if we did know, to simulate it in my living room. Hence, combat rules are sensible and serve the game well. Similarly, I can't do magic. I can't even summon an invisible servant to clean the house (more's the pity), let alone teleport from place to place or drop meteor swarms on people who irk me. Magic rules, then, make sense. The social skills don't fit that description.

I've heard the arguement that social skills are there to let players who are not the most socially graceful people on the planet emulate, systematically, someone who is. That doesn't hold any water with me. There isn't a Puzzle skill or Riddle skill to help players who find such things difficult. Groups of players just elect the player who's best at that sort of problem to handle them and either help or get out of the way. Part of the fun is figuring that stuff out on their own. Similarly, there's no Tactics skill that tells players what sort of action they should take from round to round. Again, the players just figure out who has the best tactical skills at the table and let that guy take over the role of squad leader. Again, that's part of the fun. Why is it, that when we get to social aspects, this isn't the case? Why not just have the players elect the best spokesmen among them to do that job?

Am I wrong in all of this?
 

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I pretty much agree with the OP, but I can see where these skills are useful. In earlier editions you would have very charismatic characters that no one listened to, and very un-charismatic characters that were seemingly master diplomats.

While Intimidate is a Charisma-based skill, most characters should be able to sub Strength.

The big caveat with most of the other skills should be "How you role-play the encounter determines the modifier to the check". You may have a high Diplomacy score, but acting like a clod while using Diplomacy is like swimming in armor or climbing a wall with oven mitts on. Good luck with your skill check. :]

RC
 

I agree with many of your points. However, one way I've found to make intimidate useful is to carry it into your description.

Roll the intimidate check first, and if its good, describe the encounter in an intimidating manner. Mention he seems stronger than the party, his eyes flash with arcane might, etc. This way the players will react more the way they should.
 

Raven Crowking said:
The big caveat with most of the other skills should be "How you role-play the encounter determines the modifier to the check". You may have a high Diplomacy score, but acting like a clod while using Diplomacy is like swimming in armor or climbing a wall with oven mitts on. Good luck with your skill check. :]

RC


Funny I tend to go the opposite way, if I've never put ranks into diplomacy then my character probably isn't very diplomatic (unless the character 5 in Bluff, Sense Motive for the bonus and decent charisma) hence I roleplay them like they aren't diplomatic. If the DM then gave me a negative modifier on my diplomacy role it's like getting penalised for acting in character. So I would be forced to punch him in the face (yes I'm a dwarf that used Charisma as his dump stat, in real life as well!).
 

Stalker0 said:
Roll the intimidate check first, and if its good, describe the encounter in an intimidating manner. Mention he seems stronger than the party, his eyes flash with arcane might, etc. This way the players will react more the way they should.

That's clever. I plan to use that. :)

As for the OP's point: I don't know. I find the more I use them with my group the more I like them. I have made some house rule changes to Diplomacy though to make it slightly harder to use.

It seems to me that good role-players want to role-play and will do it no matter what the roll of the die might say (RP is its own reward), and those who don't want to, or are not very good at it will want to downplay that part and the rules should allow them to do that.
 

Diplomacy is wonky, I give you that.

I've found, though, that skills work very well in practice, at least for us. It's great to have a good Gather Information and have that character know how to go out on the town and talk to the right people to get the right info. And, no, that information is not necessary, but it can be very helpful. It's nice to have an NPC who can bluff their way past people, or make NPCs like them, despite the ability of the Player to be able to lie or be a diplomat. And, its really nice to have Players with a silver tongue rely on their PC's stats.

Of course, this is coming from someone who did use reaction adjustments in 2e.
 

ZSutherland said:
Gather Information: This is a viable enough skill, I suppose, a bit of a time saver, but on the whole, it's sort of useless. One of three things is bound to be the case. One, the information garnered is necessary for the story to proceed (e.g. rumors say a strange cloaked figure has been seen wandering the graveyard at night). If this is the case, the DM was going to give you that information regardless of the roll's result or even the attempt. Two, there's nothing to learn, either because there really isn't anything or you caught the DM flat-footed. Again, not necessary. Finally, there is something to learn but gaining that information in such a cheap (and I mean resource cheap including play-time and mental effort) manner will deprive you, the other players, and the DM the fun of finding it the old fashioned way.

Gather Information can give you information on top of the basic information needed, depending on how well you made the roll, the better and more useful information you will gain. This could help in planning ahead then.

I've heard the arguement that social skills are there to let players who are not the most socially graceful people on the planet emulate, systematically, someone who is. That doesn't hold any water with me. There isn't a Puzzle skill or Riddle skill to help players who find such things difficult. Groups of players just elect the player who's best at that sort of problem to handle them and either help or get out of the way. Part of the fun is figuring that stuff out on their own. Similarly, there's no Tactics skill that tells players what sort of action they should take from round to round. Again, the players just figure out who has the best tactical skills at the table and let that guy take over the role of squad leader. Again, that's part of the fun. Why is it, that when we get to social aspects, this isn't the case? Why not just have the players elect the best spokesmen among them to do that job?

Am I wrong in all of this?

Somewhat, yes.

Social skills are there to describe how good your character is in various social situations. They are a guide to roleplaying. They can be used this way, i.e. make the check first, then make a description based on the result, or describe first and gain a modifier on the check, then make the check to get a result.

It's not about choosing the player best suited for the job, the game isn't about winning, and that approach would go into that direction. Instead you choose the player with the character best suited for the job.

Player-solved riddles are just interludes, that have little to do with the characters involved usually. Kinda stupid, actually, from that point of view, but it's fun here and there.

Bye
Thanee
 

-Ah finally someone addresses this problem. I agree completely. I'm being mocked (in a most friendly way) by my group because I feel, like the OP, about social skills.

What I've found, when being a stickler for 'social' dice rolls, is that my players stop trying. They only rarely approach NPCs with questions because it's not worth the trouble to make speeches or socially interact, when there is a large risk it will all have been in vain due to a single die roll. -And I don't blame them. Still they like us to stick with the RAW. This puzzles me.

There could be something else. I read somewhere that charming people is all about four things: Jokes, Intimidation, Flattery, and Coercion. People will respond differently depending on personality but it all looks viable to me. Some will love you if you make them laugh, others will stay loyal to you if you boss them around. Some will protect you if they get your admiration, and still others you just need to wear down, to control. Try it out. Mix and match but don't forget to pay attention to the charmee.
There must be a system in there worth using for an RPG.
 


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