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Skill Challenges: Please stop
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<blockquote data-quote="the Jester" data-source="post: 5465366" data-attributes="member: 1210"><p>Actually, in my campaign, a character who wants to be the talky guy <em>will</em> put skill points in Diplomacy or Bluff or what have you, because otherwise he doesn't get the benefits of having done so.</p><p></p><p></p><p></p><p>I totally disagree. </p><p></p><p>What you say is true <em>for a certain playstyle.</em> That isn't the style I prefer, and while a lot of groups do- and in their case I think doing as you suggest is fine- I'm more of a mind that if the dying friend can be saved by impassioned roleplaying, you've just cheapened death and taken away the sense of risk. </p><p></p><p>I know, I know, there are a million exceptions and circumstances that change this based on the particulars (maybe the party is on a mission of vital importance to Kord, maybe the barbarian is one of Kord's bastards, maybe...), but in general, in my campaign, if the dice say you die, you die. </p><p></p><p>The worst thing about your proposal (to my taste, that is) is that once the dm has bitten this "save a pc through roleplaying alone" hook, he has set himself up with a devil's choice. The next time a pc is at serious risk, he must either allow a roleplaying-only lifesaving move again or else risk being perceived as highly unfair- having let Bob's pc live but not Joe's.</p><p></p><p>Again, it's a matter of style and taste, and there is nothing wrong with your playstyle- but it is not the kind of game I will ever run or that I find enjoyable.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5465366, member: 1210"] Actually, in my campaign, a character who wants to be the talky guy [i]will[/i] put skill points in Diplomacy or Bluff or what have you, because otherwise he doesn't get the benefits of having done so. I totally disagree. What you say is true [i]for a certain playstyle.[/i] That isn't the style I prefer, and while a lot of groups do- and in their case I think doing as you suggest is fine- I'm more of a mind that if the dying friend can be saved by impassioned roleplaying, you've just cheapened death and taken away the sense of risk. I know, I know, there are a million exceptions and circumstances that change this based on the particulars (maybe the party is on a mission of vital importance to Kord, maybe the barbarian is one of Kord's bastards, maybe...), but in general, in my campaign, if the dice say you die, you die. The worst thing about your proposal (to my taste, that is) is that once the dm has bitten this "save a pc through roleplaying alone" hook, he has set himself up with a devil's choice. The next time a pc is at serious risk, he must either allow a roleplaying-only lifesaving move again or else risk being perceived as highly unfair- having let Bob's pc live but not Joe's. Again, it's a matter of style and taste, and there is nothing wrong with your playstyle- but it is not the kind of game I will ever run or that I find enjoyable. [/QUOTE]
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