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General Tabletop Discussion
*Dungeons & Dragons
Renamed Thread: "The Illusion of Agency"
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<blockquote data-quote="bloodtide" data-source="post: 9546096" data-attributes="member: 6684958"><p>Social skill still see use, it is just that the focus of the game is no role playing and not rolling the dice. And it depends on the skill. </p><p></p><p>Knowledge skills and the "DM tell me stuff" skills are gone. At no point during the game can roll some dice and have the DM tell you stuff. </p><p></p><p>In general I do leave the skill in the game so the players that want to can use them. So players can still to the dull "I roll a DC 10 persuasion". I'm fine with the idea that a character might have some vague odd quirk about them that makes them good at a skill. Even if the player puts in zero effort. They can still mechanically play the game just fine. Though they will get the bare minimum of whatever happens. </p><p></p><p>But I very much encourage more role playing and much more role playing enhanced skill checks and much more immersion.</p><p></p><p>Example: Our brave halfling wants to get past the goblin bridge guard quietly.</p><p></p><p>The mechanical player can just sit back and say "my character persuades the goblin to let me pass with a check on 17". The DM nods and character moves past the goblin.</p><p></p><p>The deep role player acts this out. The player tells a whole story about how they are a goblin disguised as a halfling as they are a spy. The player knows enough about the goblin forces to name drop the general and the spy master. As well as another goblin or two. The character also has a necklace of halfling ears to show as "proof". And the player adds in the touch of being friendly to the guard and even giving him a small present. No roll is needed here, as it would just have a +10 bonus anyway.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9546096, member: 6684958"] Social skill still see use, it is just that the focus of the game is no role playing and not rolling the dice. And it depends on the skill. Knowledge skills and the "DM tell me stuff" skills are gone. At no point during the game can roll some dice and have the DM tell you stuff. In general I do leave the skill in the game so the players that want to can use them. So players can still to the dull "I roll a DC 10 persuasion". I'm fine with the idea that a character might have some vague odd quirk about them that makes them good at a skill. Even if the player puts in zero effort. They can still mechanically play the game just fine. Though they will get the bare minimum of whatever happens. But I very much encourage more role playing and much more role playing enhanced skill checks and much more immersion. Example: Our brave halfling wants to get past the goblin bridge guard quietly. The mechanical player can just sit back and say "my character persuades the goblin to let me pass with a check on 17". The DM nods and character moves past the goblin. The deep role player acts this out. The player tells a whole story about how they are a goblin disguised as a halfling as they are a spy. The player knows enough about the goblin forces to name drop the general and the spy master. As well as another goblin or two. The character also has a necklace of halfling ears to show as "proof". And the player adds in the touch of being friendly to the guard and even giving him a small present. No roll is needed here, as it would just have a +10 bonus anyway. [/QUOTE]
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