Mishihari Lord
First Post
Voadam said:Anyway, back to the original topic.
Waitaminute, isn't that against the forum rules?

Voadam said:Anyway, back to the original topic.
Mishihari Lord said:Waitaminute, isn't that against the forum rules?![]()
Mishihari Lord said:In my experience it is. I haven't run into any experienced players who have trouble with 1st person dialogue. I don't know if everyone learns, if those that don't drift away from the hobby, or if those who don't don't play with groups like mine, but I haven't seen it.
That said, if I had someone in my game who was poor at 1st person dialogue, but kept trying and was still fun and entertaining, I'd probably give him a handicap (in the golf sense) as well.
Mishihari Lord said:Conversely, if I delivered a great argument in character and failed while someone succeeded with a level 2 resolution, I would feel cheated. High-fidelity roleplaying (my term for staying very true to your character's capabilities) is a worthy goal, but so is player control. Since you can't have both at the same time, you have to pick a balance based on your personal preferences.
Mishihari Lord said:As a related point, incentives strongly affect behavior. If players are rewarded for in-character dialogue, you will see more of it and they will try harder. As a result, they will get better at it, and your game will be more fun. I think that's a good reason all by itself to use dialogue-based resolution.
Mishihari Lord said:ThirdWizard totally missed the point. I want to resolve social interaction primarily though dialogue. Given that that's the system I'm using and everyone knows it, it's totally fair. Saying otherwise is like saying that it's not fair that I beat you at basketball because I'm better at basketball. That's the way the contest is defined, and if you're good at it, you'll do well.
Bluffing guards:
LEVEL 1: PC - I bluff to the guard. DM - Umm, what are you trying to tell him?
LEVEL 2: PC - I'm going to try to bluff the guard into believing that we are with the city inspectors and it is best if he let us in else we'll bring the city guards through. DM - Okay, roll your bluff and I'll roll the guard's sense motive and we'll make up a dialogue that works.
LEVEL 3: PC - "<In authoritarian tone> I am with the city inspector's office, stand aside! If you don't <glaring facial expression from the player> you'll face the wrath of the city guard!"
DamionW said:Overall I think it's been clarified that much of this debate can be left to the area of personal preference and these type of interactions can be resolved in whatever manner the group wants. The key is just to have that resolution mechanism discussed and in the open from the beginning. However, because I like intellectual discourse, I'll respond to a few points...
DamionW said:Sometimes the problem isn't talking in character. The problem is convincing an NPC in character. As I've stated, I'm not new to roleplaying and I do enjoy 1st person exchanges and developing my character's identity. However, I will never be as persuasive as a 15+ CHA 5+ Bluff/Diplomacy type of character should be. I am simply not capable of maintaining suspension of disbelief, inputting the dialogue coming from the DM's roleplaying, formatting a persuasive response and then translating it into first person dialogue for my character. The skills needed to role-play in first person speech are different than those needed to be persuasive and convincing. That's why I always advocate that there should be some form of dice mechanic to drive a dialogue where an NPC is used as an obstacle. For example, you can determine the basic premise of your bluff/diplomacy/intimidate attempt, roll to see how bad or how well you succeed, and then have a first person exchange that matches that rough estimate of who persuades who. I've never advocated that first person exchanges should be removed, only that making them a deciding factor can leave a lot of character design not utilized.
DamionW said:My question for you if you felt cheated because you couldn't succeed with your great argument is: "What did you risk?" If I spend my character design in CHA and CHA-based abilities, that is character "capital" that hasn't been spent elswhere. That 16 CHA could sure improve my hp if I put it in CON instead. Picking the Persuasive feat is a big difference from picking Dodge or Enlarge Spell, or any other feat. If you as a player just happen to be good at creating a lie or negotiation and running with it no matter what the other person says, you give up nothing. You can use that skill whether your character is Grom the powerful fighter, Nicademus the cloistered wizard, Griznar the savage barbarian or whatever character you make. All you have to do is change your tone of voice and choose a modified chain of dialogue to portray. But did you lose anything for that? Is your character less capable in one area to gain the advantage of bypassing NPCs through convincing speech? If not, than how are you cheated?
DamionW said:I agree about incentives, but I think you're missing a few things. To resolve an NPC's attitude to solely the limits of what a player can convincingly deliver in first person, what incentive is that really giving? If I know I just have to improve my personal oratory and improvizational skills in order to talk an NPC into changing their minds, what incentives are there to explore non-combat oriented characters? Choosing charismatic abilities quickly lose their incentive if they can never exceed the player's limits of charisma. Throwing a fireball as a wizard or performing a great cleave have some very high-fideilty, tangible incentives for the player to choose those for their character.
Imagine this if you will: If those heroics represent the martial and arcane capabilities to exceed the player's abilities meta-game, imagine a character designed to exceed a meta-game mortal in oratory abilities. Instead of locking a rogue into picking feats and skills to maximize their flanking and sneak attack capacity, instead the rogue's player is incentivized to grow their diplomacy ranks and the number of languages they speak. Each extra language opens a whole new realm of intelligent beings to use their guile and their ever-present force of will on. Imagine a level 12 character who has focused on charismatic abilities so efficiently that their Diplomacy checks are able to out-bargain a devil at its game. Would that be feasible for a player to do using their own vocabulary and skills? Probably not unless their oratory abilities in real life rivaled Ghandi, Martin Luther King or Abraham Lincoln. However, these characters in the game exceed our mortal limits, so if you trust the mechanics work and don't limit it to just what is exchanged in first-person speech, it opens whole new adventure hooks and character designs.
I approach npc interaction differently to avoid these scenerios. I hate using words like intimidate, bluff and diplomacy during game. I ask my players to role play first, then tell me what their rolling for (or i tell them what the roll would be). This way the scenerio goes like thisHypersmurf said:I think a point that's being overlooked in the discussion of the Level 2 mechanic is the last clause of the DM's reply - 'and we'll make up a dialogue that works'.
It's not necessarily a case of "I bluff along these lines", roll, resolve; there's a step after the roll and before the resolution where the roleplaying takes place.
I see this scene as playing out in a few ways, depending on rolls.
PC: I'm going to try to bluff the guard into believing that we are with the city inspectors and it is best if he let us in else we'll bring the city guards through. Bluff check... ooh, 23!
DM: Go on, then.
PC: "<In authoritarian tone> I am with the city inspector's office, stand aside! If you don't <glaring facial expression from the player> you'll face the wrath of the city guard!"
DM: "Urk - yessir!" The guard gets out of the way and snaps to attention.
PC: I'm going to try to bluff the guard into believing that we are with the city inspectors and it is best if he let us in else we'll bring the city guards through. Bluff check... ooh, 23!
DM: Go on, then.
PC: "<unconvincingly> I'm the city inspector... I mean, I'm from his office, and I need to go in there. So, you know, let me in, or I'll call the militia."
PC2: City guard. They don't have a militia.
PC: Whatever. "Or I'll call the city guard."
DM: Dude, that's so not a 23. But anyway - "Urk - yessir!" The guard gets out of the way and snaps to attention.
In both cases, the 23 is what determines the result, whether the player is good at scaring guardsmen or not. Maybe the second player here is trying his hardest, which we can't fault him for. Maybe he's just lazy and can't be bothered with the social interactions, which makes him less enjoyable to play with. But either way, the character rolled a 23...
PC: I'm going to try to bluff the guard into believing that we are with the city inspectors and it is best if he let us in else we'll bring the city guards through. Bluff check... er. A 6.
DM: Go on, then.
PC: "<In authoritarian tone> I am with the city inspector's office, stand aside! If you don't <glaring facial expression from the player> you'll face the wrath of the city guard!"
DM: You call that a 6? You convinced me, but I'm afraid Grignr didn't quite pull it off. "Inspector's office? I'll have to see your orders, friend."
PC: I'm going to try to bluff the guard into believing that we are with the city inspectors and it is best if he let us in else we'll bring the city guards through. Bluff check... er. A 6.
DM: Go on, then.
PC: "<unconvincingly> I'm the city inspector... I mean, I'm from his office, and I need to go in there. So, you know, let me in, or I'll call the militia."
PC2: City guard. They don't have a militia.
PC: Yeah, I know. I hate that d20.
DM: Yeah, that's about a 6, all right. "Inspector's office? I'll have to see your orders, friend."
Again, it's the 6 that determines the result. The first player here is failing to portray his character accurately - by delivering a believable, solid bluff to represent his 6, he's being a bad roleplayer. The second player, deliberately incorporating flaws in his speech and making it unconvincing, is playing the role appropriately.
-Hyp.
DamionW said:I agree about incentives, but I think you're missing a few things. To resolve an NPC's attitude to solely the limits of what a player can convincingly deliver in first person, what incentive is that really giving? If I know I just have to improve my personal oratory and improvizational skills in order to talk an NPC into changing their minds, what incentives are there to explore non-combat oriented characters? Choosing charismatic abilities quickly lose their incentive if they can never exceed the player's limits of charisma. Throwing a fireball as a wizard or performing a great cleave have some very high-fideilty, tangible incentives for the player to choose those for their character.
Voadam said:The incentives are to actually first person roleplay interactions, not to design characters mechanically a certain way. This also means that mechanics will not be a limitation on roleplaying. The incentive from having roleplay determine interactions and not mechanics and dice is to encourage first person roleplaying and have players deal with the reactions to their roleplaying.