Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Problems with the Diplomacy skill (plus a total halt to a campaign)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6078808"><p>i thini this is a part of the game where, for many people, what your character actualy says is an important part of the experience and interaction with the setting. For some, rolling a die is just as good at determining the way the in game event plays out, but for others the way the in game even plays out is the end itself (and the die navigates around that). It is also tricky because both approaches have advantages and disadvantages. For me, it is just too important to speak in character and using rolls either in place or to determine what really happens (which kind of undermines in character role play) is less fun.</p><p></p><p>there are some fairness issues of course, just likke there are fairness issues around any part of the game where players can use their smarts to overcome challenges. I think it is important to remember though that skills like diplomacy, bluff and intimidate, at least in D&D are somewhat new. Before third edition, charisma was used for the reaction roll for situations where the GM was unsure of how monsters or npcs might react, and it was usually applied at the beginning of a situation (then you would rp to change or improve the reaction). Skills like ettitquette were really knowledges. The player would use them to see if he knew the most appropriate way to behave but would still have to role play it out himself. </p><p></p><p>Ultimately this boils down to what you are at the table for and what you enjoy. I love interacting with npcs, and I love investigations. I dont like reducing my interroations of interviews with suspects in an investigation to a die roll. I want a real one to one relationship to what I say and what the NPC says. And I dont want to use social skills as a character simulator (i.e. i got an 18 so now i play my guy suave, but When I get a 3 I bumble). To me I want to feel the direct connection to my character and dont want it mediated by dice. </p><p></p><p>This approach does benefit people with better social skills no doubt (just like the grid benefits people with better tactical skills). I think to a degree there is a element of challenge and competition in the game that is okay to preserve. And natural talent can be rewarded. At the same time, I think you give people an A for effort as a GM (i dnt care if Jimmy can give a stellar speech, just that he try to give one....if he has a high chr, I can cut him a bit of slack and weigh that into the npcs reaction). Also, over time, when you play this, people do get better (just like people learn better tactics over time with minies).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6078808"] i thini this is a part of the game where, for many people, what your character actualy says is an important part of the experience and interaction with the setting. For some, rolling a die is just as good at determining the way the in game event plays out, but for others the way the in game even plays out is the end itself (and the die navigates around that). It is also tricky because both approaches have advantages and disadvantages. For me, it is just too important to speak in character and using rolls either in place or to determine what really happens (which kind of undermines in character role play) is less fun. there are some fairness issues of course, just likke there are fairness issues around any part of the game where players can use their smarts to overcome challenges. I think it is important to remember though that skills like diplomacy, bluff and intimidate, at least in D&D are somewhat new. Before third edition, charisma was used for the reaction roll for situations where the GM was unsure of how monsters or npcs might react, and it was usually applied at the beginning of a situation (then you would rp to change or improve the reaction). Skills like ettitquette were really knowledges. The player would use them to see if he knew the most appropriate way to behave but would still have to role play it out himself. Ultimately this boils down to what you are at the table for and what you enjoy. I love interacting with npcs, and I love investigations. I dont like reducing my interroations of interviews with suspects in an investigation to a die roll. I want a real one to one relationship to what I say and what the NPC says. And I dont want to use social skills as a character simulator (i.e. i got an 18 so now i play my guy suave, but When I get a 3 I bumble). To me I want to feel the direct connection to my character and dont want it mediated by dice. This approach does benefit people with better social skills no doubt (just like the grid benefits people with better tactical skills). I think to a degree there is a element of challenge and competition in the game that is okay to preserve. And natural talent can be rewarded. At the same time, I think you give people an A for effort as a GM (i dnt care if Jimmy can give a stellar speech, just that he try to give one....if he has a high chr, I can cut him a bit of slack and weigh that into the npcs reaction). Also, over time, when you play this, people do get better (just like people learn better tactics over time with minies). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Problems with the Diplomacy skill (plus a total halt to a campaign)
Top