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<blockquote data-quote="Mishihari Lord" data-source="post: 2703591" data-attributes="member: 128"><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>The difference is that level 3 abstraction for dialogue is fun, while level 3 abstraction for other activities is not. There isn't really any other reason, but this reason by itself is sufficient. This of course varies by individual and group, but it's true for me and everyone I have played with (AFAIK).</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p>I disagree. A +/-10 would be for an extraordinarily good or bad result, which doesn't happen very often. There are three elements to you skill result, dialogue quality, skill modifier, and roll. The die roll varies by 20 and the skill modifier runs from 0 to whatever. Giving the dialogue circumstance modifier a spread from -10 to +10 just puts its strength as about equal with the other two factors, which is what I'm after.</p><p></p><p></p><p></p><p></p><p>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.</p><p></p><p>I think you can still retain the importance of social skills and Cha while having dialogue strongly affect resolution, as long as the target number for the task is set such that skill points can make the difference between success and failure.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 2703591, member: 128"] 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. The difference is that level 3 abstraction for dialogue is fun, while level 3 abstraction for other activities is not. There isn't really any other reason, but this reason by itself is sufficient. This of course varies by individual and group, but it's true for me and everyone I have played with (AFAIK). 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. 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. I disagree. A +/-10 would be for an extraordinarily good or bad result, which doesn't happen very often. There are three elements to you skill result, dialogue quality, skill modifier, and roll. The die roll varies by 20 and the skill modifier runs from 0 to whatever. Giving the dialogue circumstance modifier a spread from -10 to +10 just puts its strength as about equal with the other two factors, which is what I'm after. 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. I think you can still retain the importance of social skills and Cha while having dialogue strongly affect resolution, as long as the target number for the task is set such that skill points can make the difference between success and failure. [/QUOTE]
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