Fallen Seraph
First Post
There has been lots of talk on the WoTC General board about what is/isn't roleplaying and such. I posted a thread to gather background information of what each person does when they roleplay. I figured could be something of interest on ENWorld for simply just general discussion.
Post how they roleplay in their preferred edition. To further emphasize how much mechanics are used, I suggest having mechanics be in dark red to have them stand out.
Now obviously there is various situations that involve roleplaying. Either socially or non-combat wise. As such I will list a couple suggestions for people to type up to showcase their method (if you have suggestions feel free to say and will add to the list):
1) Diplomacy/Social Interaction.
2) A chase or other physical contest.
3) A task that would fall under the old 3.5 terminology as "Profession", "Craft" or "Perform".
4) Investigation or Puzzle Solving.
Please keep any editions wars (on either side!) out of the thread. This is more to help in giving a sense of background for the posts on the other threads.
Now for myself to answer these questions:
My preferred edition is 4e.
1) Diplomacy/Social Interaction.
Diplomacy begins with ordinary non-rule based roleplaying. With the player (speaking through his character) to an NPC (voiced by the DM). It continues like normal till it reaches the point where some wish to alter the circumstances begin, such as, "wooing the person", "agreeing to something", "lowering the price of something", etc. Your basic tenants of a diplomatic challenge.
This is where mechanics begin, while the player continues the discussion like normal a Skill Challenge begins. After a bout of conversation the player rolls a dice of their choosing, for example Insight. Upon a Insight roll the DM will give information or misinformation (depending on success) or failure that the character would notice. Such as, "you notice he is beginning to sweat", or "you notice nervousness in his voice", if the player wishes to act on this information it may help or hinder his cause. This Skill Challenge has no "failure limit" but does have a limit on the number of tries. This is determined by the DM to determine how long the conversation could last, ie; 10 Skill Challenge Attempts could constitute a carriage ride length of time. At the end it is still up to the Player to get the final result but the Skill Challenges can dramatically help or hinder.
If the DM wishes as well, he can go about doing his own Skill Challenge to do such things as determining the resolve of the person being talked too. Or being bolstered by others around him, this will directly effect how the NPC reacts/acts out toward the PC.
2) A chase or other physical contest.
This is a much more heavily mechanics based example then diplomacy. The example I will use is of a chase scene. While the chase is narrated jointly by the DM and the Players these narrations are influenced by the various Skill Challenges going on.
Each player rolls his own Skill Challenge using whichever Skill he feels is appropriate. At the sametime the DM is rolling his own Skill Challenge representing the NPC running away. Whoever manages to reach the "success" limit first either catches up or manages to run away. At the same time, a PC/NPC can forefeit their own Skill Challenge to give a bonus/or negative to another for their next roll. The amount either above or below the success determines how much of a bonus/negative.
3) A task that would fall under the old 3.5 terminology as "Profession", "Craft" or "Perfume".
The task I will showcase will be a person trying to construct a weapon. This is a almost entirely mechanics based situation. The Skills used in this are influenced by the type of weapon wished to be made. In this case lets make a magically-enchanted sword.
Once the resources are gathered to make the weapon, such as iron, a blacksmith forge, whatever magical property may be needed in that campaign world, etc. The work begins. The player goes through the process of making the weapon using the appropriate skills:
-Forging: Perception (one needs to be able to see changes in the metal)
-Hammering: Athletics (one needs the proper strength to shape the metal)
-Effort Involved: Endurance (it takes time and effort to forge a weapon)
-Knowledge Gained From: Religion, Arcana, History (the source one learnt to forge a weapon)
-Enchanting: Arcana (to know the method to enchant the weapon)
The level of difficulty involved depends on how powerful of a weapon is being crafted. This is a difficult Skill Challenge in general because there is no second-chances each Skill used must succeed. This gives it a slightly more realistic bent too it given how difficult it could be to forge weapons.
4) Investigation or Puzzle Solving.
The investigation example follows very closely to the model laid out in Diplomacy. It involves lots of player skill which is helped or hindered by the mechanics of the Skill Challenge resulting from the level of skill of the character.
The player goes about investigating the scene, item, body, etc. Per normal, asking what he sees, discussing with NPCs and other players ideas and such. Your general brainstorming. However the mechanics come in the form of Skill Challenges that gives clues (either correct or false) when investigating something. So they can be things such as, "the blood splatter suggests a blunt object was used", or "the foot prints are too small for an adult human", such things. The success of failure of a Skill Challenge determines whether or not a "eureka!" happens, essentially a very large clue if you succeed. Obviously if the players figure out things before the end of a Skill Challenge it doesn't happen. A Skill Challenge can happen again if they still wish to investigate more.
Oh and forgot to mention Skill Challenge difficulty for each of these:
1 and 4: Follow the same pattern, the higher you wish to try the better the clue/information you can gain.
2: The higher the difficulty the higher the bonus on your next try, +2 and +5 respectively. Aiding another is only the medium difficulty.
3: With crafting in this case, you determine in the beginning which to use for all. A low means the + bonus to the weapon is one lower, medium is normal and high is a extra + bonus to the weapon.
Well I hope everyone posts their answers, and is respectful, etc. If you have questions about another persons method feel free to ask. But only to try and understand it better.
Post how they roleplay in their preferred edition. To further emphasize how much mechanics are used, I suggest having mechanics be in dark red to have them stand out.
Now obviously there is various situations that involve roleplaying. Either socially or non-combat wise. As such I will list a couple suggestions for people to type up to showcase their method (if you have suggestions feel free to say and will add to the list):
1) Diplomacy/Social Interaction.
2) A chase or other physical contest.
3) A task that would fall under the old 3.5 terminology as "Profession", "Craft" or "Perform".
4) Investigation or Puzzle Solving.
Please keep any editions wars (on either side!) out of the thread. This is more to help in giving a sense of background for the posts on the other threads.
Now for myself to answer these questions:
My preferred edition is 4e.
1) Diplomacy/Social Interaction.
Diplomacy begins with ordinary non-rule based roleplaying. With the player (speaking through his character) to an NPC (voiced by the DM). It continues like normal till it reaches the point where some wish to alter the circumstances begin, such as, "wooing the person", "agreeing to something", "lowering the price of something", etc. Your basic tenants of a diplomatic challenge.
This is where mechanics begin, while the player continues the discussion like normal a Skill Challenge begins. After a bout of conversation the player rolls a dice of their choosing, for example Insight. Upon a Insight roll the DM will give information or misinformation (depending on success) or failure that the character would notice. Such as, "you notice he is beginning to sweat", or "you notice nervousness in his voice", if the player wishes to act on this information it may help or hinder his cause. This Skill Challenge has no "failure limit" but does have a limit on the number of tries. This is determined by the DM to determine how long the conversation could last, ie; 10 Skill Challenge Attempts could constitute a carriage ride length of time. At the end it is still up to the Player to get the final result but the Skill Challenges can dramatically help or hinder.
If the DM wishes as well, he can go about doing his own Skill Challenge to do such things as determining the resolve of the person being talked too. Or being bolstered by others around him, this will directly effect how the NPC reacts/acts out toward the PC.
2) A chase or other physical contest.
This is a much more heavily mechanics based example then diplomacy. The example I will use is of a chase scene. While the chase is narrated jointly by the DM and the Players these narrations are influenced by the various Skill Challenges going on.
Each player rolls his own Skill Challenge using whichever Skill he feels is appropriate. At the sametime the DM is rolling his own Skill Challenge representing the NPC running away. Whoever manages to reach the "success" limit first either catches up or manages to run away. At the same time, a PC/NPC can forefeit their own Skill Challenge to give a bonus/or negative to another for their next roll. The amount either above or below the success determines how much of a bonus/negative.
3) A task that would fall under the old 3.5 terminology as "Profession", "Craft" or "Perfume".
The task I will showcase will be a person trying to construct a weapon. This is a almost entirely mechanics based situation. The Skills used in this are influenced by the type of weapon wished to be made. In this case lets make a magically-enchanted sword.
Once the resources are gathered to make the weapon, such as iron, a blacksmith forge, whatever magical property may be needed in that campaign world, etc. The work begins. The player goes through the process of making the weapon using the appropriate skills:
-Forging: Perception (one needs to be able to see changes in the metal)
-Hammering: Athletics (one needs the proper strength to shape the metal)
-Effort Involved: Endurance (it takes time and effort to forge a weapon)
-Knowledge Gained From: Religion, Arcana, History (the source one learnt to forge a weapon)
-Enchanting: Arcana (to know the method to enchant the weapon)
The level of difficulty involved depends on how powerful of a weapon is being crafted. This is a difficult Skill Challenge in general because there is no second-chances each Skill used must succeed. This gives it a slightly more realistic bent too it given how difficult it could be to forge weapons.
4) Investigation or Puzzle Solving.
The investigation example follows very closely to the model laid out in Diplomacy. It involves lots of player skill which is helped or hindered by the mechanics of the Skill Challenge resulting from the level of skill of the character.
The player goes about investigating the scene, item, body, etc. Per normal, asking what he sees, discussing with NPCs and other players ideas and such. Your general brainstorming. However the mechanics come in the form of Skill Challenges that gives clues (either correct or false) when investigating something. So they can be things such as, "the blood splatter suggests a blunt object was used", or "the foot prints are too small for an adult human", such things. The success of failure of a Skill Challenge determines whether or not a "eureka!" happens, essentially a very large clue if you succeed. Obviously if the players figure out things before the end of a Skill Challenge it doesn't happen. A Skill Challenge can happen again if they still wish to investigate more.
Oh and forgot to mention Skill Challenge difficulty for each of these:
1 and 4: Follow the same pattern, the higher you wish to try the better the clue/information you can gain.
2: The higher the difficulty the higher the bonus on your next try, +2 and +5 respectively. Aiding another is only the medium difficulty.
3: With crafting in this case, you determine in the beginning which to use for all. A low means the + bonus to the weapon is one lower, medium is normal and high is a extra + bonus to the weapon.
Well I hope everyone posts their answers, and is respectful, etc. If you have questions about another persons method feel free to ask. But only to try and understand it better.
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