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
*TTRPGs General
Setting the DC for social situations
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="McBard" data-source="post: 1489230" data-attributes="member: 14934"><p>As a DM I maintain that requiring social skill checks for the social encounters actually *increases* character development. Yes, that's right. How?</p><p></p><p>In the first place, I don't demand of players with melee-focused warriors to have any knowledge of actual, quasi-medieval hand-to-hand combat in order to have their character attack. We do have a player who has some skill in judo, but I don't give his Monk *character* any special bonuses for the *player's* martial arts knowledge. When he wants to attack a foe he has to roll dice.</p><p></p><p>Secondly, the above approach holds obviously even more so for magic-users. Unless there's something very remarkable about one of my players that I don't know, none of them knows anything about hurling a twenty-foot spherical glob of fire from their fingertips. So, this lack of knowledge should have nothing to do with how often their half-elf sorcercer character can cast Fireballs.</p><p></p><p>Finally, as you might be able to tell from my post, in real life I probably have a Charisma that barely registers double-digits--and trust me, the rest of the players in the group would all happily admit to pushing a 12 at best. Needless to say, none of us is Brad Pitt! So when a player wants to design and run an 18 Charisma, sweet-talking Bard I REWARD his character concept by allowing--actually demanding--that he roll for his social interactions. </p><p></p><p>Sure, we have our share of in-character banter; however, YES, every social encounter is eventually resolved by a die roll. I do not give check bonuses to social skill rolls based upon a player's roleplaying of a converstation any more than I give attack bonuses to melee attacks based upon a player's roleplaying of his fighting maneuvers. But our games are still full of description, banter, excitement, and narrative (what I guess is called "roleplaying").</p><p></p><p>Now, to answer in practical terms the original poster's questions (and all these answers assume the 3.5 PHB):</p><p></p><p>1) Intimidate is already nicely quantified for both in-combat and out-of-combat applications (see p. 76)</p><p></p><p>2) Bluff is not only quantified for in-combat applications, but its out-of-combat situation is fairly straight forward: oppose it with Sense Motive (see pp 67-68)</p><p></p><p>3) Gather Information is a little more vague, it's true. Try this: a DC 15 check supplies 1 piece of information; a DC 20 gives 2 pieces; a DC 25 gives 3 pieces. Each attempt takes 1d4+1 hours (this IS in the PHB). In my games I have a chart of 10 bits of general campaign hints and rumors, and refer to it for the above-type information searches. My high-CHR, social skill players have thanked me for this system.</p><p></p><p>4) Diplomacy is also fairly straight forward if DMs would actually apply its rules as already written to games they run. Just use the very quantified chart on page 72. I eventually require (after in-character banter from the players who are so inclined) a Diplomacy/Intimidate check for EVERY exchange with EVERY NPC. It's put my players on edge in social exchanges, and we've not surprisingly seen a decrease in those CHR-dumped, no-Diplomacy-ranked 4-member parties.</p></blockquote><p></p>
[QUOTE="McBard, post: 1489230, member: 14934"] As a DM I maintain that requiring social skill checks for the social encounters actually *increases* character development. Yes, that's right. How? In the first place, I don't demand of players with melee-focused warriors to have any knowledge of actual, quasi-medieval hand-to-hand combat in order to have their character attack. We do have a player who has some skill in judo, but I don't give his Monk *character* any special bonuses for the *player's* martial arts knowledge. When he wants to attack a foe he has to roll dice. Secondly, the above approach holds obviously even more so for magic-users. Unless there's something very remarkable about one of my players that I don't know, none of them knows anything about hurling a twenty-foot spherical glob of fire from their fingertips. So, this lack of knowledge should have nothing to do with how often their half-elf sorcercer character can cast Fireballs. Finally, as you might be able to tell from my post, in real life I probably have a Charisma that barely registers double-digits--and trust me, the rest of the players in the group would all happily admit to pushing a 12 at best. Needless to say, none of us is Brad Pitt! So when a player wants to design and run an 18 Charisma, sweet-talking Bard I REWARD his character concept by allowing--actually demanding--that he roll for his social interactions. Sure, we have our share of in-character banter; however, YES, every social encounter is eventually resolved by a die roll. I do not give check bonuses to social skill rolls based upon a player's roleplaying of a converstation any more than I give attack bonuses to melee attacks based upon a player's roleplaying of his fighting maneuvers. But our games are still full of description, banter, excitement, and narrative (what I guess is called "roleplaying"). Now, to answer in practical terms the original poster's questions (and all these answers assume the 3.5 PHB): 1) Intimidate is already nicely quantified for both in-combat and out-of-combat applications (see p. 76) 2) Bluff is not only quantified for in-combat applications, but its out-of-combat situation is fairly straight forward: oppose it with Sense Motive (see pp 67-68) 3) Gather Information is a little more vague, it's true. Try this: a DC 15 check supplies 1 piece of information; a DC 20 gives 2 pieces; a DC 25 gives 3 pieces. Each attempt takes 1d4+1 hours (this IS in the PHB). In my games I have a chart of 10 bits of general campaign hints and rumors, and refer to it for the above-type information searches. My high-CHR, social skill players have thanked me for this system. 4) Diplomacy is also fairly straight forward if DMs would actually apply its rules as already written to games they run. Just use the very quantified chart on page 72. I eventually require (after in-character banter from the players who are so inclined) a Diplomacy/Intimidate check for EVERY exchange with EVERY NPC. It's put my players on edge in social exchanges, and we've not surprisingly seen a decrease in those CHR-dumped, no-Diplomacy-ranked 4-member parties. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Setting the DC for social situations
Top