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General Tabletop Discussion
*TTRPGs General
Skill Levels - Too High or Am I High Handed?
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<blockquote data-quote="Raven Crowking" data-source="post: 1557417" data-attributes="member: 18280"><p>Interestingly enough, after making use of the social skill rules (in 3.0), I had a player make a bard who leans heavily toward social skills, using synergy bonuses and feats to their best effect.</p><p></p><p>While I haven't hit your level of problem (yet), this is because the character is only 3rd level. </p><p></p><p>The best way (imho) to deal with social powerhouses is to give logical consequences to this type of build. If you're so persuasive that everyone is friendly to you, then <em>everyone</em> is friendly to you, for better or worse. Villains want you to be their sweety....which isn't always a good thing. "You will learn to love me," they snarl, "as soon as all your friends are dead!" Meanwhile, it would mean so much to the local Duke if you could be there for his son's Knighthood ceremony....</p><p></p><p>Anyone with a high enough social build is liable to be the campaign world equivilent of a rock star. People flock to be near them. Other people resent them. Someone in a lonely cabin is their "biggest fan," ready to chain them to a bed and break their ankles if need be to get their sole attention.</p><p></p><p>If you read comic books, check out Hellblazer for what a really persuasive guy might be capable of. Then pick up Ultimate Spider-Man's Ultimate Six storyline to see what having a villain with a "friendly" attitude could be like. Or watch any of the Doctor Who stories where some hideous villain falls in love with the Doctor's companion, kidnaps her, and makes her have to pretend not to be disgusted (-2 circumstance bonus to that Diplomacy check, at the very least). Heck, check out any Doctor Who for what a character with high social skills can and can't do...the Doctor is a primary example.</p><p></p><p>Raven Crowking</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 1557417, member: 18280"] Interestingly enough, after making use of the social skill rules (in 3.0), I had a player make a bard who leans heavily toward social skills, using synergy bonuses and feats to their best effect. While I haven't hit your level of problem (yet), this is because the character is only 3rd level. The best way (imho) to deal with social powerhouses is to give logical consequences to this type of build. If you're so persuasive that everyone is friendly to you, then [I]everyone[/I] is friendly to you, for better or worse. Villains want you to be their sweety....which isn't always a good thing. "You will learn to love me," they snarl, "as soon as all your friends are dead!" Meanwhile, it would mean so much to the local Duke if you could be there for his son's Knighthood ceremony.... Anyone with a high enough social build is liable to be the campaign world equivilent of a rock star. People flock to be near them. Other people resent them. Someone in a lonely cabin is their "biggest fan," ready to chain them to a bed and break their ankles if need be to get their sole attention. If you read comic books, check out Hellblazer for what a really persuasive guy might be capable of. Then pick up Ultimate Spider-Man's Ultimate Six storyline to see what having a villain with a "friendly" attitude could be like. Or watch any of the Doctor Who stories where some hideous villain falls in love with the Doctor's companion, kidnaps her, and makes her have to pretend not to be disgusted (-2 circumstance bonus to that Diplomacy check, at the very least). Heck, check out any Doctor Who for what a character with high social skills can and can't do...the Doctor is a primary example. Raven Crowking [/QUOTE]
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