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<blockquote data-quote="TaranTheWanderer" data-source="post: 7535083" data-attributes="member: 15882"><p>406 posts in and I think there's a cyclical argument happening...I've started skimming.</p><p></p><p>1. There's nothing wrong with using rolls to decide what your character will do, or using your stats as a guide to how your character will act. In fact, a 20 INT, (just as much as 5 Wisdom) might be the basis of many, many bad decisions if that character is arrogant enough to think they can outsmart everyone they encounter. So, rolling the dice to see if you might go against your better judgement for the sake of the character's foibles is perfectly acceptable, IMO.</p><p></p><p>2. There's nothing wrong with a player calling for a role if they think their character can be persuaded. "I know this is a totally bad idea and my character doesn't want to do this but he's just arrogant enough to think he can do it and come out ahead. Frank, Why don't you roll persuasion?" But there has to be player buy-in. Even if the DM calls for a roll, there has to be player buy-in. If the DM simply says, "Hey, Bob, is there any way that Frank can convince your character to help the village?" Bob needs to agree that there is and both players need to know what the stakes are if they fail to convince the other.</p><p></p><p>3. If there's no buy-in, then it's pointless. You can call it bad role-playing or not but there should be some kind of consensus around the table. I think this thread has thoroughly established that there's lots of differences in opinion. So, If you don't have consensus, then there's going to be tension. It's the kind of thing that should be established before you start the campaign.</p><p></p><p>On a side note: </p><p>I sometimes like to offer inspiration as incentive to complicate things. It could be any justification of stats or flaws/bonds. </p><p></p><p>I bet the player of the barbarian would have been less angry if you'd just said, </p><p></p><p></p><p></p><p>and followed it up with, "and, if you do, I'll give you an inspiration for your trouble because it relates to your flaw" or whatever. In fact the Face player could have offered an inspiration of his own. In the end, though, the player of the barbarian still needs to buy in.</p><p></p><p>Lastly, I would have let the barbarian choose which skills to defend with. A barbarian rolling Insight? I mean, you knew who was going to win that contest. As long as there's good justification for the use of the skill and stat, it should be fine. Of course, as I stated above, there needs to be buy-in. You can't have a contest without it.</p><p></p><p></p><p></p><p>This.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7535083, member: 15882"] 406 posts in and I think there's a cyclical argument happening...I've started skimming. 1. There's nothing wrong with using rolls to decide what your character will do, or using your stats as a guide to how your character will act. In fact, a 20 INT, (just as much as 5 Wisdom) might be the basis of many, many bad decisions if that character is arrogant enough to think they can outsmart everyone they encounter. So, rolling the dice to see if you might go against your better judgement for the sake of the character's foibles is perfectly acceptable, IMO. 2. There's nothing wrong with a player calling for a role if they think their character can be persuaded. "I know this is a totally bad idea and my character doesn't want to do this but he's just arrogant enough to think he can do it and come out ahead. Frank, Why don't you roll persuasion?" But there has to be player buy-in. Even if the DM calls for a roll, there has to be player buy-in. If the DM simply says, "Hey, Bob, is there any way that Frank can convince your character to help the village?" Bob needs to agree that there is and both players need to know what the stakes are if they fail to convince the other. 3. If there's no buy-in, then it's pointless. You can call it bad role-playing or not but there should be some kind of consensus around the table. I think this thread has thoroughly established that there's lots of differences in opinion. So, If you don't have consensus, then there's going to be tension. It's the kind of thing that should be established before you start the campaign. On a side note: I sometimes like to offer inspiration as incentive to complicate things. It could be any justification of stats or flaws/bonds. I bet the player of the barbarian would have been less angry if you'd just said, and followed it up with, "and, if you do, I'll give you an inspiration for your trouble because it relates to your flaw" or whatever. In fact the Face player could have offered an inspiration of his own. In the end, though, the player of the barbarian still needs to buy in. Lastly, I would have let the barbarian choose which skills to defend with. A barbarian rolling Insight? I mean, you knew who was going to win that contest. As long as there's good justification for the use of the skill and stat, it should be fine. Of course, as I stated above, there needs to be buy-in. You can't have a contest without it. This. [/QUOTE]
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