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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Skills with Special Mechanics - Social, Lore, Perception
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<blockquote data-quote="bloodtide" data-source="post: 9404551" data-attributes="member: 6684958"><p>I play a very Old School game, no matter what the game is. </p><p></p><p>For the Social Stuff, I like to keep the game play very open to the pure role playing side. If the player can, for real, role play their character, for real, then they can do many social things. I utterly don't care about the plus on the character sheet if you role play. </p><p></p><p>For the players that lack the above ability....I will strongly recommend they play a character with poor social skills. And if they want help, I'm more then happy to teach them.</p><p></p><p>For the players with no ability or just 'below average' I will let them make the social roll. With modifications if they add anything...good or bad. Generic things get low numbers, more specific ones get higher numbers. So the player that just says "oh, um, my character complement the guards and stuff" gets a +1, but the player that role plays talking to the guards and says that gets a +3.</p><p></p><p>Perception is mostly the same. </p><p></p><p>I don't do rolls for knowledge at all. I'll make handouts...often one per game session. I expect players to read and use that information. Also through game play, lots of information will be given. Again players are expected to listen and/or take notes. Finally I put a lot of this on the players, so in game play find the information you might need in the future.</p><p></p><p>For the players that do what to know, I'll have them read books or articles and/or movies or TVshows. I even have a selection of books they can barrow. </p><p></p><p>Though in general, at least the first couple game sessions a typical player will start out very clueless about most things in the game world, even if their character is an expert. But if they do it right, they will quickly become "experts".</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9404551, member: 6684958"] I play a very Old School game, no matter what the game is. For the Social Stuff, I like to keep the game play very open to the pure role playing side. If the player can, for real, role play their character, for real, then they can do many social things. I utterly don't care about the plus on the character sheet if you role play. For the players that lack the above ability....I will strongly recommend they play a character with poor social skills. And if they want help, I'm more then happy to teach them. For the players with no ability or just 'below average' I will let them make the social roll. With modifications if they add anything...good or bad. Generic things get low numbers, more specific ones get higher numbers. So the player that just says "oh, um, my character complement the guards and stuff" gets a +1, but the player that role plays talking to the guards and says that gets a +3. Perception is mostly the same. I don't do rolls for knowledge at all. I'll make handouts...often one per game session. I expect players to read and use that information. Also through game play, lots of information will be given. Again players are expected to listen and/or take notes. Finally I put a lot of this on the players, so in game play find the information you might need in the future. For the players that do what to know, I'll have them read books or articles and/or movies or TVshows. I even have a selection of books they can barrow. Though in general, at least the first couple game sessions a typical player will start out very clueless about most things in the game world, even if their character is an expert. But if they do it right, they will quickly become "experts". [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
Skills with Special Mechanics - Social, Lore, Perception
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