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Skill Challenges: Please stop
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<blockquote data-quote="Dausuul" data-source="post: 5464861" data-attributes="member: 58197"><p>"I am opposed to a system in which a socially inept person has no way to play a charismatic character!"</p><p>"I am opposed to a system in which all social interaction is resolved by rolling dice with no actual roleplaying!"</p><p></p><p>I'm opposed to both of those things. And you know what? Since D&D started using social skill mechanics, I've hardly ever seen either one.</p><p></p><p>In my experience, the way it usually works is that players roleplay what they're saying and doing, and then the DM runs their statements through a sort of mental "voice filter" based on the outcome of a social skill check. If the basic proposal is reasonable and the Diplomacy check is good, the PC is assumed to have made the proposal in a charming and convincing way, even if the player stumbled over every other word. If the basic proposal is unreasonable, it takes a really stunning Diplomacy check to pull it off, no matter how suave the player is.</p><p></p><p>The system is, of course, not foolproof; DMs are not immune to persuasion and a persuasive player will always have an advantage as a result. But hey--welcome to life. Persuasive players are going to do better at social interaction, just as tactically savvy players do better at combat.</p><p></p><p>Tying all this back to skill challenges... the skill challenge is a good framework for building a social or exploration encounter. The problem is that it's presented (at least, in the original 4E DMG) as a complete system, where in fact it's only a skeleton. DMs who go in expecting the same kind of support from the skill challenge rules that they get from the combat rules are going to be sorely disappointed, and so are their players.</p><p></p><p>4E's skill challenges are a lot like like Classic D&D's combats. If you stay strictly within the scope of the written rules, they're the most boring thing ever. If you use the rules as a jumping-off point and build on that, they can be awesome.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5464861, member: 58197"] "I am opposed to a system in which a socially inept person has no way to play a charismatic character!" "I am opposed to a system in which all social interaction is resolved by rolling dice with no actual roleplaying!" I'm opposed to both of those things. And you know what? Since D&D started using social skill mechanics, I've hardly ever seen either one. In my experience, the way it usually works is that players roleplay what they're saying and doing, and then the DM runs their statements through a sort of mental "voice filter" based on the outcome of a social skill check. If the basic proposal is reasonable and the Diplomacy check is good, the PC is assumed to have made the proposal in a charming and convincing way, even if the player stumbled over every other word. If the basic proposal is unreasonable, it takes a really stunning Diplomacy check to pull it off, no matter how suave the player is. The system is, of course, not foolproof; DMs are not immune to persuasion and a persuasive player will always have an advantage as a result. But hey--welcome to life. Persuasive players are going to do better at social interaction, just as tactically savvy players do better at combat. Tying all this back to skill challenges... the skill challenge is a good framework for building a social or exploration encounter. The problem is that it's presented (at least, in the original 4E DMG) as a complete system, where in fact it's only a skeleton. DMs who go in expecting the same kind of support from the skill challenge rules that they get from the combat rules are going to be sorely disappointed, and so are their players. 4E's skill challenges are a lot like like Classic D&D's combats. If you stay strictly within the scope of the written rules, they're the most boring thing ever. If you use the rules as a jumping-off point and build on that, they can be awesome. [/QUOTE]
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