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My Beef with Social Skills
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<blockquote data-quote="Lord Mhoram" data-source="post: 3016082" data-attributes="member: 4789"><p>The way I look at it, if I have to succeed personally in a RP group doing things that are covered by social skills, and the success or failure of the encounter (RP or whatnot) is controlled soley by my interaction with the GM - then when I GM that guy next, I'll bring a boxing target mitt, and when he rolls to hit, I'll wave it around and if he misses it, he misses it in combat. </p><p></p><p>The point of having mechanics for that sort of thing is to allow the character to do something the player can't. You can't fight - you roll. You can't cast magic - you roll. You can't think fast on your feet, and come up with pithy statements in a battle of wits, you roll. Now I'm not advocating completely doing away with roleplaying - far from it (my games have much more RPing than combat) - but if a character is in a social situation where the player seems out of his depth, and suceeds on a roll, give him some extra information that the player can act on - the interaction equivalent of a bonus to hit with a sword. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As for the "puzzle" skill and "tactics" skill - I have both of those as professions, and players that make a successful roll get advice and tips on solving a puzzle or setting up an encounter.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 3016082, member: 4789"] The way I look at it, if I have to succeed personally in a RP group doing things that are covered by social skills, and the success or failure of the encounter (RP or whatnot) is controlled soley by my interaction with the GM - then when I GM that guy next, I'll bring a boxing target mitt, and when he rolls to hit, I'll wave it around and if he misses it, he misses it in combat. The point of having mechanics for that sort of thing is to allow the character to do something the player can't. You can't fight - you roll. You can't cast magic - you roll. You can't think fast on your feet, and come up with pithy statements in a battle of wits, you roll. Now I'm not advocating completely doing away with roleplaying - far from it (my games have much more RPing than combat) - but if a character is in a social situation where the player seems out of his depth, and suceeds on a roll, give him some extra information that the player can act on - the interaction equivalent of a bonus to hit with a sword. :) As for the "puzzle" skill and "tactics" skill - I have both of those as professions, and players that make a successful roll get advice and tips on solving a puzzle or setting up an encounter. [/QUOTE]
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