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<blockquote data-quote="hawkeyefan" data-source="post: 7630681" data-attributes="member: 6785785"><p>While a wink may not be one of those for a given game (D&D), it may be for others. Should or should it not be is another question. Why not? Haven’t we all known people who don’t always act in their best interests because there’s a person who can always get under their skin, or because they’re a sucker for a pretty face, or any other number of things? </p><p></p><p>Sure, these things can be roleplayed without mechanical rules in place to promote them, but having such rules doesn’t deny roleplaying. It promotes it.</p><p></p><p>I mean, take a character who is never swayed by anyone’s influence ever never unless there’s magic at play. Then take a character who may be influenced from time to time. </p><p></p><p>Now tell me which character’s player will actually have to roleplay more often. </p><p></p><p></p><p></p><p>Right. It pretty much always goes back to D&D and only D&D with you. It tends to make these discussions that are about RPGs in general a bit challenging.</p><p></p><p>You could add some social mechanics onto 5E relatively easily. The Traits, Bonds, ideals, and Flaws could be tweaked a bit so that in game events that pertained to them could pose more of a challenge. For example, a character could have a flaw of being greedy. So anytime a chance at an easy money grab comes up, the character could make a saving throw or similar roll to see if he gives in to his flaw. A character could have a bond with a specific town or organization. Learning of a threat to that town/organization maybe forces a roll or else the character’s obligation overrides his reasoning. </p><p></p><p>Regardless of how the roll turns out, though, roleplaying is involved. If successful, the player can have the character rise above their flaw....on a failure, the player can have them give in to the flaw. This last bit seems relevant to [MENTION=6795602]FrogReaver[/MENTION]’s points.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7630681, member: 6785785"] While a wink may not be one of those for a given game (D&D), it may be for others. Should or should it not be is another question. Why not? Haven’t we all known people who don’t always act in their best interests because there’s a person who can always get under their skin, or because they’re a sucker for a pretty face, or any other number of things? Sure, these things can be roleplayed without mechanical rules in place to promote them, but having such rules doesn’t deny roleplaying. It promotes it. I mean, take a character who is never swayed by anyone’s influence ever never unless there’s magic at play. Then take a character who may be influenced from time to time. Now tell me which character’s player will actually have to roleplay more often. Right. It pretty much always goes back to D&D and only D&D with you. It tends to make these discussions that are about RPGs in general a bit challenging. You could add some social mechanics onto 5E relatively easily. The Traits, Bonds, ideals, and Flaws could be tweaked a bit so that in game events that pertained to them could pose more of a challenge. For example, a character could have a flaw of being greedy. So anytime a chance at an easy money grab comes up, the character could make a saving throw or similar roll to see if he gives in to his flaw. A character could have a bond with a specific town or organization. Learning of a threat to that town/organization maybe forces a roll or else the character’s obligation overrides his reasoning. Regardless of how the roll turns out, though, roleplaying is involved. If successful, the player can have the character rise above their flaw....on a failure, the player can have them give in to the flaw. This last bit seems relevant to [MENTION=6795602]FrogReaver[/MENTION]’s points. [/QUOTE]
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