My Beef with Social Skills

Frostmarrow said:
I'm prone to jokes so I like this guy already.

I aim to entertain!

Thotas said:
The best way to use the skills is to make them supplementary to old-fashioned role-playing. Bluff is my fave example. Suppose the guards catch my rogue, and he tries to fast talk his way out of it. Many people think it's time for me to make a Bluff roll, and if I make it, that's all there is too it. Wrong. I have to tell the DM what my slick story is, or at least I should, because how good my story is modifies the Sense Motive check.

I run skill checks kind of like that, but slightly differently. Here's how I see them best used.

First, PCs never say they want to use any of the Charisma skills (except Gather Information, which I'll get to). They just roleplay things out. Why? Well, I'll try to explain my thought processes.

Sometimes Charisma skills will be automatic, or close enough that there is no roll necessary. The friendly bartender doesn't need a Diplomacy check to like you. The town fool doesn't need a Bluff check to be tricked. Some NPCs want to like you, after all. But, that's a secondary concern, actually.

Therefore, the concern is that, based on your actions, the DM should be the one determining when the skills are necessary. You might want to Bluff your way past some guards, but the DM might deem what you're doing is actually a Diplomacy check, or an Intimidation check. In other words, try to act as your character (based on both how you built him by the rules and what you have in your mind's eye, which should hopefully be very similar). When the DM thinks that what you're doing requires some kind of skill, he'll tell you.

So, when you try to trick some guards into letting you through, the DM might call for a Bluff check. That will determine how believable your character is. You should try to play that around your PC's level, for fun, but if you aren't able to, that's okay, because the system is self-correcting. Self-correcting in terms that if you can't play a highly Charismatic character, its okay, your PC can still be it. And self-correcting in the way if you can't help but act Charismatic, the system will know your PC isn't really Charismatic.

I think of all this as a plus, and I am quite happy with the system as it is.

I also think that one's oppinion of the system will stem from how it is approaching in game. If it is used as an excuse not to roleplay, and you want to roleplay, then it is obviously not going to be well recieved. I understand that, and I agree with that. If it is approached in a way that, in my oppinion, encourages roleplaying, the way I see it played, then I think it can be deemed a boon to the system.
 

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ZSutherland said:
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.

Feel free to change the related score then. Its been done in the past (certain creatures use Dex instead of Str for climbing checks).

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.

Thats why I dictate them. You're shaken, you have a -2 to some rolls. Dont wanna be scared? Too bad, I bet you dont want to be hit with his club either.

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.

Thats because the answer to a puzzle or riddle isnt subjective. It has an answer, and if the player figures it out, theres no debate on whether or not they got it right. With diplomacy, bluff, etc its not your character convincing the NPC, its you convincing the DM. Thats incredibly subjective. Even if the average DM wasnt a power tripping freak, I'd still want a guideline for how interactions go.

Incidentally, there are guidelines for offering hints based on Int checks, decipher script checks etc.

Am I wrong in all of this?

Yes, for the most part. My beef lies only with diplomacy and what you can do with it in the RAW. The DC's are really too low. Even then, its not mind control. If you adjust the guard's attitude to friendly, he wont necessarily let you in the back stage or act against his nature.
 

ZSutherland said:
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.

IMO, if you structure the adventure such that a single skill check scraps it, there is something fundamentally wrong with the structure of the adventure. I guess I hear this reported at all is that for some people, 3e is the first real version of a skill system the game has had (the late 1e/2e proficiency system being a pale attempt.) Those who have played games that rely more heavily on skills for some time now (dating back to the likes of Traveller and Call of Cthulhu in my case) know to structure the game such that there are multiple paths to any important goal, and failure of a single skill check may be a setback, but not a total failure of the goals of the session.
 

Knight Otu said:
I'd actually say you're frightened (not necessarily in game terms). ;)
Intimidate is to use threats to produce a result desirable for the guy doing the intimidating. If the guy who is the target thinks that he can get away only if he gives the big guy what he wants, he'll likely do. But if the victim thinks "He's going to kill/pummel/whatever me anyway, no matter what I do." or "That guy is too stupid to notice if I lie to him/lead him into a trap/etc" then the big guy has a bit of a problem.
Besides, a larger size category does give a bonus to intimidate checks.


What he said. Intimadate is not about been scary. It's about been effective with the fear you cause. d20 Modern does give a bonus if you're armed and threatening an unarmed character as well.

BTW, both True20 and Iron Heroes have mechanical effects for Intimadate checks, both against and for the PCs.

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.

Maybe I'm lucky, but my players avoid metagame thinking from coloring their RPing. If I say "you think he is trustworthy" they will act accordinlgy, even though they're 100% sure they're been tricked.

Anyhow, I use every social skill differently. In the IH boards we came up with a diplomacy rulest that is more complex than the default, but which I like quite a bit. Most of the credit goes to Confused Jackal Mage, and you can see them here

http://ironheroeshouserules.pbwiki.com/CJM's%20Diplomacy%20Hack

Intimidate I find simple to use, and with the expanded rules in Iron Heroes it works out great.

For Bluff I require someone to describe the gist of what they're saying, since it's essential to the difficulty of the task.

For Gather Info I mostly use it to find out who to talk to. For less relevant info, I use the rules as per the RAW.
 
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ZSutherland said:
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.

I think that there are a few things to consider here, and it is worth dividing them up by skill, as you have. But the general consideration is this: the group must decide what is most fun for them. If you and your group think that roleplaying through encounters, searching through the city or village for rumors and clues, and "actions, not words" is more fun, that's what you should do. But I think that some groups really want to use dice to negotiate the results of some kinds of social interaction, and that that can be really worthwhile also.

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.

I think that Gather Information is actually a really good skill, but to use it the DM needs to put in extra work. I really like how it is used in many Dungeon adventures, where general rumors and specific information can be uncovered when the players meet certain DCs.

If the information is necessary for the story to proceed, then you can still use a Gather Information check; if players do a really good job of seeking out the right sources for the information, reward their characters' skill checks with hefty bonuses that make it so that they succeed. If they are lazy about it, then they can succeed or fail, depending on the skill of the character. I guess that the way I use this skill is to reward players for interaction with NPCs, not to take that aspect away.

If the information is uneccessary, then it is unecessary. But having a "laundry list" of rumors that can be uncovered with Gather Information makes it so that players who have invested in that skill with their characters can find new and interesting information. Rumors they uncover can be related to adventures you have planned for the future, or may lead to adventures you may not have thought of. Of course, the real issue for you, is , I think, this:

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.

If you really think it deprives you of fun, then it is not the way to go. Just get rid of the skill.

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.

Yeah, I have had this problem with my players too. The problem really is with the players, though (mostly). If they are not willing to go along with what you have told them, how is that a problem with the skill itself? If your players are going to decide whether they believe an NPC or not despite rolling, why include it at all? Of course, that just means that you as a group have decided to take the skill out of the game.

In my game I use Sense Motive, but I just incorporate it into my description. I roll Sense Motive checks for PCs, and that alters my description of his interaction with them. If the NPC has convinced everyone according to the dice rolls, then I describe her in as positive a manner as possible, and try to leave no indication that anything at all is wrong. I tell the players of characters who succeed, secretly, that the NPC is being deceptive; though how, and in what details, is left to their further questions and fact-finding.

There are other interesting uses for these skills, however; Bluff is good for feinting (though probably too hard to do), and for use against NPCs, but it can also be used to deliver messages secretly to other PCs (if they have good Sense Motive checks, that is). Sense motive can also be used for hunches (a gut feeling about the situation), or to discover whether someone is enchanted (not acting as himself). So even if you don't like the social interaction uses, there are still somewhat viable uses for these skills.

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.

True enough, except that Intimidate has one really good use against PCs, which is the "demoralize opponent" use. I think that if that were improved (such as a longer duration, or use at a distance) it would make Intimidate good for opponents. It is the only way I use it against PCs, and it neatly eliminates that problem. Yeah, to the players it may be just an Ogre, but their characters are just as scared (shaken) in game, and it affects the resulting combat in a tangible way.

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.

Diplomacy is a big problem. The uses for PCs against NPCs have DCs that are far too easy. And PCs can always do as they choose, so it is useless as an NPC skill.

One way that I use Diplomacy is for negotiation, though I get more specific about it. If you want to see a pretty good system for it, look at Giant in the Playground's website: http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html

Basically, interactions with NPCs are always negotiations, and it takes away a PC's ability to simply use Diplomacy to eliminate threats; a Diplomatic PC must use his skill at negotiation and offer a good deal to resolve an encounter peacably.

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?

I don't agree with all of this. The social skills are not like the rules for magic, in that we all know about how to interact socially. But I think the argument you mention here is better than you give it credit for. Yes, there is no tactics skill, and you can have the best player lead the rest of the party in this aspect of the game. You could do the same thing with riddles and social interaction. And if that is what your group really likes to do, then go for it. I think that the social skills become far less valuable if you do, so it might be worth it to combine some of the skills into one, or simply eliminate certain skills, so that players who spend skill points for their characters on such skills aren't deprived.

But in my group, I have players who don't interact socally very well, or they can't think of the best thing to say to lie to the barrister, or negotiate with the corrupt mine owner. But these players still would like a way to have a PC that can do those things well. The skills for social interaction let these players do that without having to get the player who is best and most creative in social situations to do it for them. When PCs negotiate with NPCs, I use the skills, and I give bonuses to characters whose players make an effort to roleplay the situation. I don't assign additional penalties unless the player puts in no effort at all. This all works out fairly well, I think.

The biggest problem with riddles in games is that people can't ever play a character who is "good at solving riddles" without actually being good at solving riddles. I don't want a similar situation with social interaction.

It seems like you are looking for a reason to get rid of social skills that you think are redundant anyway, though, so don't worry about what the rules say - just drop the skills. You and your players can play the way you like, and not worry about the fact that the standard rules use dice to resolve social situations. If the rules are really getting in the way of your fun, just drop them. The aren't worth it.
 

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. :]

Good analogy. I like that. That's generally the way I play. But some systems or situations lean more towards the "roll then role" school, which is not my play style normally, but it has its place and is good in the hand of creative players. Players who can roleplay WHY their character failed a check add a lot of color to the game.
 

I think a large part of the problem is the incorrect usage of the skills.

I've had GMs make me make Diplomacy rolls for some of the most basic interaction. One to the point where I got quite irate. Another did stupid stuff like have the merchant sell us stuff at what is probably less than his cost, all because we rolled a good Diplomacy check. Both of these are excessive and not supported by the rules.

You can't make someone agree to whore out their beloved wife and rape the neighbor's sheep in public just because you roll a +65 Diplomacy check. Yet too many GMs act as if that is the way that it works.

Sense Motive is a serious problem if you allow the person to figure out EXACTLY what the person is lying about or *what they really mean/intend* based on a die roll. I mean, come off it now. Can you do that with a spell? Without them making a save or noticing? Then you can't do it with a simple skill check. Like someone else on this board once said, and I've been using since, "He knows more than he's saying." Pretty worthless, as nearly everyone knows more than they say.

Intimidate doesn't necessarily mean that they fall down and wet themselves in your presence. Sure, they might be intimidated, but they might still fight you! Those guards might be shaking in their boots, but they aren't going to spill their guts and run away just because you say "boo". Not likely, anyway.
 

Raven Crowking said:
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

Hmmm, when playing I actualy go the exact opposite direction - what shows up on the dice affects what comes out of my mouth. I am really looking forward to rolling a natural 1 on a Diplomacy check! :p (Better yet if it is not in the characters native language, the possibilities for using just the wrong word are nigh irresistable.)

The Auld Grump - Pleased to friend greet dwarf, may your armpit hair grow ever longer!
 

Re: Intimidate

Even in the real world, you can't always assess someone's danger by ther size, but in D&D this is doubly so. You're a 10th level mage and some brute walks up to you trying to intimidate you based purely on his muscle? Please. If he's your average thug, you could take him on in hand to hand combat. If not, you have spells to back yourself up. Same goes for most adventurers or merceneries PCs usually deal with.

Intimidate isn't about making people think you can injure them in combat.

Intimidate is also not what you use when you've captured someone and are making demands.

Intimidate is your ability to coherse others, through, similar to Diplomacy. Think veiled threats at future dates, think hinting at consequences, or knowing just how to talk to someone to make them afraid of the possible consequences.

Old Man Reynolds doesn't want to help defend the town from the orc invaders, and you need all the help you can get. You mention what the orcs might do to his daughter should they break the line, and he rushes off to help. He'll probably curse you later for manipulating him like this, but that's what I think of when I think of Intimidate. Things like "Our friend the Baron won't be happy when he hears about this..." or "What a sad fate to put your chilren in.." I think mobster type deals.

Going up to someone and saying "If you don't do that, I'll break your skull open," isn't really using Intimidate in my book.
 

Lord Mhoram - I see your arguement, I really do, and the boxing mitt reference is a nice touch. However, as I pointed out in my response to Thanee, I'm not trying to teach them to be sociable anymore than I'm trying to teach them to fence. They just have to learn what works at my table. Just like combat. All the combat feats in the world aren't going to save the fighter if he's too dumb to avoid getting boxed in or make use of cover when it presents iself. I'm not an adversarial DM because if the PCs fail, no one's having much fun. No one likes to fail, and in a really bad failure, like a TPK, I just wasted untold amounts of prep time for no return at all. If anything, I probably let them get away with role-playing social stuff that wouldn't actually work very well IRL because I want them to succeed.

ThirdWizard & Thotas - I like that take on the social skills better than the one I've been implementing, though I'm still at a loss as to who to deal with Diplomacy and meta-gaming surrounding Sense Motive. I'm simply not skilled enough an improvisationalist to alter descriptions on the fly as Frum suggests.

Psion - My adventures never crumble because of a single skill check in the sense that a failed check cuts off the only path to success. Rather, they get wonky in the reverse manner. A seriously successful skill check will result in content skipping. Then the game goes short and I wasted a lot of prep-time. Imagine a simple adventure like the one I started to describe earlier. There are some goblins raiding nearby farms for livestock. They will attack farmers who get in their way, but are there primarily for the cattle. The PCs start out knowing nothing. They hear some rumors about goblin raids, accept a job from a local minor noble who is a gentleman farmer to stop the raids, investigate a bit, locate the goblins lair, and proceed to do whatever they decide to do to stop the raids. Lots of options are open to them. They might go to the farms and conduct Search checks looking for clues and make Track attempts to help them follow the goblins back home. They might interview the farmers for further information about these particular goblins in question. They might stake-out a likely farm and try to capture some of the goblins and interrogate them, or simply stealthily follow them back. They might kill the goblins in the lair or negotiate with them. All that could take hours unless it happens like this. "I make a Gather Information check amongst the raided farmers to get as much information as possible." Some short while later they arrive at the goblin lair having learned with the roll that the goblins want only the livestock. The group's spokesman makes a Diplomacy check against the first goblins they find (the party's bard does speak Goblin, right?), convinces said goblins to escort them to their leader, then makes a second Diplomacy check to negotiate a trade agreement so that the goblins will purchase the livestock (you know you rolled up treasure for these guys, so they're undoubtedly loaded). They go back and tell the noble what they did, accept their pay, and the adventure is over. It was decided almost entirely by 3 successful skill checks.

On the whole, I think I'll take Frum's advice and just scrap the social skills for a while and see how it goes. However, several good points have been made by people who disagree with me, so I'll keep a close eye on it in case I'm mistaken.
 

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