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My Beef with Social Skills
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<blockquote data-quote="Lord Zardoz" data-source="post: 3021445" data-attributes="member: 704"><p><strong>The mentioned skills arent a bad thing.</strong></p><p></p><p>The noted skills are not a bad thing. While they can cause what would be a role playing heavy encounter to be circumvented, they also allow the players some measure of control over what would otherwise be a DM call. The skills you list can often be used to try to circumvent a </p><p>DM who has decided to road block an action. (Railroading is forcing the players to do something, road blocking is declaring the players unable to do something).</p><p></p><p>Consider this situation. One of the player characters is trying to role play a ladies man, and uses the Diplomacy skill to try to get women to do what he wants when they are otherwise predisposed not to. Now, at some point during an adventure, lets say the player gets it into his head to try to seduce an NPC to get the NPC to do something for that player that would be inconvenient to the adventure.</p><p></p><p>Without these skills, no matter what the player says, the DM can just role play the NPC in such a way that they are totally unreceptive. But using a diplomacy roll, the player can make the DM reconsider the action by hitting a roll that should indicate some measure of success.</p><p></p><p>You should also consider that the uses for Diplomacy, Bluff, Forgery, Gather Information, and other social skills are more dependant on the ways the players choose to use them. As a player, the Changeling Rogue (Eberron campaign) that I am playing right now is able to put these social skills to some very intresting use. I cannot use them to have any real effect on NPC's who are important to the plot. But I can use those skills to do some very intresting things with minor NPC's.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3021445, member: 704"] [b]The mentioned skills arent a bad thing.[/b] The noted skills are not a bad thing. While they can cause what would be a role playing heavy encounter to be circumvented, they also allow the players some measure of control over what would otherwise be a DM call. The skills you list can often be used to try to circumvent a DM who has decided to road block an action. (Railroading is forcing the players to do something, road blocking is declaring the players unable to do something). Consider this situation. One of the player characters is trying to role play a ladies man, and uses the Diplomacy skill to try to get women to do what he wants when they are otherwise predisposed not to. Now, at some point during an adventure, lets say the player gets it into his head to try to seduce an NPC to get the NPC to do something for that player that would be inconvenient to the adventure. Without these skills, no matter what the player says, the DM can just role play the NPC in such a way that they are totally unreceptive. But using a diplomacy roll, the player can make the DM reconsider the action by hitting a roll that should indicate some measure of success. You should also consider that the uses for Diplomacy, Bluff, Forgery, Gather Information, and other social skills are more dependant on the ways the players choose to use them. As a player, the Changeling Rogue (Eberron campaign) that I am playing right now is able to put these social skills to some very intresting use. I cannot use them to have any real effect on NPC's who are important to the plot. But I can use those skills to do some very intresting things with minor NPC's. END COMMUNICATION [/QUOTE]
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