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Community
General Tabletop Discussion
*Dungeons & Dragons
On Social Mechanics of Various Sorts
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<blockquote data-quote="BookTenTiger" data-source="post: 8356490" data-attributes="member: 6685541"><p>I enjoy very light social mechanics that can help characters feel separate from the players.</p><p></p><p>For example, I very purposefully gave my dwarf wizard no proficiencies in Persuasion, Deception, or Intimidation because I liked the idea of an exile from the dwarven hold being awkward around people. On the other hand, as a player, I often try to solve problems through talking and trickery. In our last game, my wizard used Disguise Self to turn into a powerful drow general he had found out about through Detect Thoughts and tried to command some drider guards to leave a doorway. The DM asked me to roll a Deception check... and I rolled something like a 3! The driders sniffed out something suspicious and it lead to a fun combat / running away scene.</p><p></p><p>On the other hand, we have a player who is very shy and quiet, but is playing a high charisma sorcerer. Often he states his intention ("I want to trick the guards into thinking we are merchants.") and then rolls really high. Seeing that he was effective, the DM can ask "It works, what did this look like?" And then either the player, or the other players if he asks for help, can describe the scene and dialogue.</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8356490, member: 6685541"] I enjoy very light social mechanics that can help characters feel separate from the players. For example, I very purposefully gave my dwarf wizard no proficiencies in Persuasion, Deception, or Intimidation because I liked the idea of an exile from the dwarven hold being awkward around people. On the other hand, as a player, I often try to solve problems through talking and trickery. In our last game, my wizard used Disguise Self to turn into a powerful drow general he had found out about through Detect Thoughts and tried to command some drider guards to leave a doorway. The DM asked me to roll a Deception check... and I rolled something like a 3! The driders sniffed out something suspicious and it lead to a fun combat / running away scene. On the other hand, we have a player who is very shy and quiet, but is playing a high charisma sorcerer. Often he states his intention ("I want to trick the guards into thinking we are merchants.") and then rolls really high. Seeing that he was effective, the DM can ask "It works, what did this look like?" And then either the player, or the other players if he asks for help, can describe the scene and dialogue. [/QUOTE]
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On Social Mechanics of Various Sorts
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