Role playing and social skills

How do you handle social interactions and reactions in your game?

  • I use the social skills only (diplomacy checks, etc.)

    Votes: 9 4.8%
  • I rely on role-playing only and use the social skills mostly for npcs interacting with each other.

    Votes: 12 6.4%
  • I use the social skills and give a bonus for good role-playing.

    Votes: 123 65.4%
  • I roll the skill check and then role-play that.

    Votes: 27 14.4%
  • I use some other mixed method.

    Votes: 17 9.0%

the Jester

Legend
How do you handle social interactions??? I personally usually roll the dice for a diplomacy check for my character (or npcs when I'm dming) and then roleplay about the level of the skill check...
 

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I have the players explain what they'll do; depending on how convincing their arguments are, I'll give a bonus to the check. It's not so much an acting bonus as a Bluff-style bonus (like the +5, +0, -5, -10, -20 chart) - what, exactly, are you trying to convince them of?
 

I prefer to role-play, when playing, and only roll when the DM requires it.

When I DM, I roll for the NPCs and then role-play the situation based on those rolls. I make adjustments based on role-playing of the player(s) but don't allow it to supersede the roll. I also allow players to bring their dice to bear rather than role-playing it out, if they prefer, but require some explanation of their goals. I do this because if they are not grasping the situation, they might be applying the roll of the dice for the wrong reason and thus might not be successful based on their assumptions of the circumstances regardless of the roll of the dice.
 

Pretty much ditto what Mark does. I do factor in penalties for players who roleplay well, but whose charecters have poor social skills.

I however do not bump up the efforts of poor roleplayers whose charecters have good social skills, except if they are newbies. Call me biased, but I demand people really get IC.
 

This has been debated today in ages past but let me just ask a quick question to all those people to whom role-playing is the key to effective use of social skills, Do you only let big burly guys play fighters?
 

EOL said:
Do you only let big burly guys play fighters?
Umm... Yes, I alway play the fighter for that reason.
Then another guy that pulls rabbits out of hats plays the wizard.
Then the pope plays our cleric and that pick pocket from the airport plays the rogue.
Our ahh.... DM is always a criminal master mind with an hidden underground fortress full of freaks and mythical beasts.
 

Well, foregoing the social skills rolls entirely seems like a big kick in the rear to PCs who've invested skill points in those skills. After all, if a player can role-play an encounter regardless of a PC's weak ability, why put points into the skill in the first place, right?

That said, I go with the usual +2/-2 circumstance modifier for role-playing. Anything greater than that detracts from the value of the skill, IMO.

As for role-playing, I try to encourage that in other ways besides bonuses to social interaction. Thus far, I haven't had a problem getting the players to try to role-play out PC/NPC interaction, even if the response does boil down to their diplomacy check. :D
 

I let roleplaying and the situation dictate DC and then let them role thier skill to guage success.

The reason i do this is 2 fold;

1) Let players capitalize on skills they have invested in and reward people for taking non combat related skills

2) To keep me from being too prejudiced in either direction with my NPCs positions or attitudes.


For opposed roles I will take into consideration the setituation and the actions of the NPCs and the PCs. I will, usually, tell the PCs if there are any modifiers to the role, what the mod is and why.

I'll tell them about the mods usually earlier in the campaign so they can guage how I handle interactions. Eventually I stop doing that.
 

Wow...seems close to consensus on this one. I give a bonus for good role-playing, and then let the dice fall where they may. It's a dice game, but you gotta give props for the role-playing.
 

For those who tell me I should simply roleplay social interactions, I say that takes a lot of the tension out of the game that only exists because of dice rolls. Not only that, players will --intentionally or not-- avoid taking social skills, because they don't matter anymore.

I enjoy the roleplaying aspect of social games, but when it comes to trying to intimidate, bluff, etc., the results are based on a dice roll.
 

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