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Smart vs. Intelligence and Combatless Roleplaying Sessions
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<blockquote data-quote="Mishihari Lord" data-source="post: 2700008" data-attributes="member: 128"><p>I think Mallus hit on the point that I was trying to figure out in this dicussion (thanks M) Abstracting aspects of the game that a player is weak in into skill checks essentialy removes that aspect of play from the game. I enjoy resolving interaction with NPCs through dialogue. If you instead depend on a character's skills, it's a better simulation of the character's abilities but less fun. Basically you're evening the field between the socially adept guy and the social klutz by removing the part of the game where the socially adept guy has an advantage. For me, the cost of this approach far outweighs the benefit.</p><p></p><p>There are a number of things I think should be left to player ability because a) I enjoy doing them and b) they're difficult to model well. Social interaction is certainly one of these. It's difficult to model well with D&D because the rules are simplistic. It's difficult to model in general, because no matter how high your diplomacy skill is, you don't get to enjoy being good at a negotiation, you only get to win and enjoy the reward. You still miss out on the experience.</p><p></p><p>If I were designing the game I'd leave out skills like diplomacy and tactics, using instead something along the line of "social perception" and "tactical perception" that allow the DM to give appropriate hints but is explicitly not used as a resolution method.</p><p></p><p>I wonder if part of the reason there is such a dispute over this issue is because of the number of people that are new to D&D with 3E. From OD&D through 2E there weren't any social skills, and all interaction was resolved through roleplay. It worked very well, as far as I recall. For me, using a social roll stil feels very strange. I can see how those new to the game may think that that's the "right" to play because that's what the rules say, though.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 2700008, member: 128"] I think Mallus hit on the point that I was trying to figure out in this dicussion (thanks M) Abstracting aspects of the game that a player is weak in into skill checks essentialy removes that aspect of play from the game. I enjoy resolving interaction with NPCs through dialogue. If you instead depend on a character's skills, it's a better simulation of the character's abilities but less fun. Basically you're evening the field between the socially adept guy and the social klutz by removing the part of the game where the socially adept guy has an advantage. For me, the cost of this approach far outweighs the benefit. There are a number of things I think should be left to player ability because a) I enjoy doing them and b) they're difficult to model well. Social interaction is certainly one of these. It's difficult to model well with D&D because the rules are simplistic. It's difficult to model in general, because no matter how high your diplomacy skill is, you don't get to enjoy being good at a negotiation, you only get to win and enjoy the reward. You still miss out on the experience. If I were designing the game I'd leave out skills like diplomacy and tactics, using instead something along the line of "social perception" and "tactical perception" that allow the DM to give appropriate hints but is explicitly not used as a resolution method. I wonder if part of the reason there is such a dispute over this issue is because of the number of people that are new to D&D with 3E. From OD&D through 2E there weren't any social skills, and all interaction was resolved through roleplay. It worked very well, as far as I recall. For me, using a social roll stil feels very strange. I can see how those new to the game may think that that's the "right" to play because that's what the rules say, though. [/QUOTE]
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