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My Beef with Social Skills
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<blockquote data-quote="Janx" data-source="post: 3018577" data-attributes="member: 8835"><p>hmmm,</p><p></p><p>In 2e, for a PC having a high cha meant you might play him as more outgoing, personable. A Low CHA meant he'd be played more gruff, less diplomatic. As a DM, it'd work the same way. There'd be no die rolls, the score would just indicate how to make the character act.</p><p></p><p>That also meant, that detecting a lie, convincing somebody, was still a player to GM interaction, subject to GM abjudication.</p><p></p><p></p><p>Now one advantage of having social skills and rolls is that it indicates that the character actually has communcation ability (as opposed to advanced knowledge of history, etc). It also meant that the DM could resolve NPC to NPC interactions, and PC to NPC interactions withoug arbitrarily deciding. Some players would appreciate this, if no matter how well they roleplayed, their DM always made them fail to convince or bluff somebody.</p><p></p><p>The big problem I have is when players with no social skills play PCs with social skills and they always say the wrong thing, yet expect their skill #'s to represent their PC. Maybe it wouldn't be so bad if they kep their mouth shut during the encounter, but when they say things clearly at odds with their objective and their skill #'s, that's annoying.</p></blockquote><p></p>
[QUOTE="Janx, post: 3018577, member: 8835"] hmmm, In 2e, for a PC having a high cha meant you might play him as more outgoing, personable. A Low CHA meant he'd be played more gruff, less diplomatic. As a DM, it'd work the same way. There'd be no die rolls, the score would just indicate how to make the character act. That also meant, that detecting a lie, convincing somebody, was still a player to GM interaction, subject to GM abjudication. Now one advantage of having social skills and rolls is that it indicates that the character actually has communcation ability (as opposed to advanced knowledge of history, etc). It also meant that the DM could resolve NPC to NPC interactions, and PC to NPC interactions withoug arbitrarily deciding. Some players would appreciate this, if no matter how well they roleplayed, their DM always made them fail to convince or bluff somebody. The big problem I have is when players with no social skills play PCs with social skills and they always say the wrong thing, yet expect their skill #'s to represent their PC. Maybe it wouldn't be so bad if they kep their mouth shut during the encounter, but when they say things clearly at odds with their objective and their skill #'s, that's annoying. [/QUOTE]
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