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Player Characters As Lie Detectors
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<blockquote data-quote="Gargoyle" data-source="post: 5833670" data-attributes="member: 529"><p>There needs to be less focus on skills, and more focus on roleplaying. I would like to see skills like Insight die in the same fire with skill challenges.</p><p></p><p>If you're roleplaying Bob the Barbarian well, you can choose to ignore that Lord Oakdale is obviously lying, or you can choose not believe him. Either way, you might be wrong or right, but if the decision is left to the dice, that's less of a chance for some fun decision making IMO.</p><p></p><p>However, I'm assuming you're a smart player portraying a relatively dull character. The usual argument to have such skills in the game is to make it so that a dull player can successfully play a wise character. If I'm playing a cleric named Solomon with a 20 Wisdom, it makes sense that Solomon will be able to see through Lord Oakdale's lies, even though I'm just as naive as Bob the Barbarian. </p><p></p><p>That's where a good DM steps in my friends. The DM needs to hint to the player that Solomon is dubious about Lord Oakdale's motives. Inversely, he needs to tell you that Bob really thinks that Lord Oakdale seems to be a trustworthy guy, and that you really will have no problem taking the dragon by surprise in its own lair. </p><p></p><p>Lastly, the players need to trust the DM. Solomon should be wary and cast some divinations to discover that Lord Oakdale really is the dragon in disguise. Bob should charge into the lair and blunder into the traps and treachery that Lord Oakdale has prepared. The players need to trust that the DM will make either path challenging and fun, and just roleplay without the worry that blunders will cause a TPK. </p><p></p><p>At first I was glad to see skills like Insight, but over time I have realized that they short circuit roleplaying, and are unnecessary rules complications. Furthermore, skills (or feats) that are devoted to social actions force players to choose between making their characters more powerful in combat, or more effective in social encounters, and that design punishes everyone. Roleplayers have to become less effective in combat to excel at what they like, and min/maxers devoted to combat simply do not participate in roleplaying.</p><p></p><p>D&D is a role-playing game, not a roll-playing game. You'd be surprised how many players don't know the difference.</p></blockquote><p></p>
[QUOTE="Gargoyle, post: 5833670, member: 529"] There needs to be less focus on skills, and more focus on roleplaying. I would like to see skills like Insight die in the same fire with skill challenges. If you're roleplaying Bob the Barbarian well, you can choose to ignore that Lord Oakdale is obviously lying, or you can choose not believe him. Either way, you might be wrong or right, but if the decision is left to the dice, that's less of a chance for some fun decision making IMO. However, I'm assuming you're a smart player portraying a relatively dull character. The usual argument to have such skills in the game is to make it so that a dull player can successfully play a wise character. If I'm playing a cleric named Solomon with a 20 Wisdom, it makes sense that Solomon will be able to see through Lord Oakdale's lies, even though I'm just as naive as Bob the Barbarian. That's where a good DM steps in my friends. The DM needs to hint to the player that Solomon is dubious about Lord Oakdale's motives. Inversely, he needs to tell you that Bob really thinks that Lord Oakdale seems to be a trustworthy guy, and that you really will have no problem taking the dragon by surprise in its own lair. Lastly, the players need to trust the DM. Solomon should be wary and cast some divinations to discover that Lord Oakdale really is the dragon in disguise. Bob should charge into the lair and blunder into the traps and treachery that Lord Oakdale has prepared. The players need to trust that the DM will make either path challenging and fun, and just roleplay without the worry that blunders will cause a TPK. At first I was glad to see skills like Insight, but over time I have realized that they short circuit roleplaying, and are unnecessary rules complications. Furthermore, skills (or feats) that are devoted to social actions force players to choose between making their characters more powerful in combat, or more effective in social encounters, and that design punishes everyone. Roleplayers have to become less effective in combat to excel at what they like, and min/maxers devoted to combat simply do not participate in roleplaying. D&D is a role-playing game, not a roll-playing game. You'd be surprised how many players don't know the difference. [/QUOTE]
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