Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Smart vs. Intelligence and Combatless Roleplaying Sessions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mishihari Lord" data-source="post: 2705873" data-attributes="member: 128"><p>This has been a good discussion for me because I've been working on and off on coming up with some social mechanics that works for me. As you've probably guessed, the current one doesn't. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I've been able to get some good insights from others as well as clarify my own position to myself. Anyway, on to the discussion ...</p><p></p><p></p><p></p><p>Sure, staying in character and being persuausive at the same time is tough, but, hey that's part of the fun. As you say, you probably won't ever be as persuasive as the guy who get +20 on his check, but when checking for success, I don't expect that. If you come up with a really good argument <em>for a regular person</em> I'll probably judge that you succeed. If I were using the skill, I'd probably do it like this "You made a good case, that's +7, your skill is 14, for a total of 21. I set the TN at 20, so he's persuaded" Or include a random element, whatever.</p><p></p><p>Fortune at the start mechanics such as you suggest have never appealed to me. If I'm doing something in-game, I want it to affect what's happening. Roleplaying an interaction when I already know how things will turn out seems like a waste of time.</p><p></p><p></p><p></p><p>What I did was waste time and effort on an attempt that couldn't succeed while the other guy succeeded without any such expenditure. I guess I value such personal resources over character resources. This is probably just an issue of clarifying expectation ahead of time. If I knew that mechanics would determine results ahead of time, I'd be fine with that, but I wouldn't put any effort into dialogue either.</p><p></p><p></p><p></p><p>The incentive is to keep using in-game dialogue and thereby get better at it, making the game more fun. You make some good points here which basically describe why I'm trying to come up with a mechanical system I like. A pseudo-Ghandi would be fun to play, but I certainly can't do it just with RP. I'm leaning towards dialogue + skill > TN, which would provide incentive both to use persuasive dialogue and to get the skills. The thing I find unsatisfactory here is that no matter how high your skill, you still can't speak like Ghandi and won't get the satisfaction of speaking that well, only the succeses that would derive from it. I'm pretty sure there's no solution to this.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 2705873, member: 128"] This has been a good discussion for me because I've been working on and off on coming up with some social mechanics that works for me. As you've probably guessed, the current one doesn't. :D I've been able to get some good insights from others as well as clarify my own position to myself. Anyway, on to the discussion ... Sure, staying in character and being persuausive at the same time is tough, but, hey that's part of the fun. As you say, you probably won't ever be as persuasive as the guy who get +20 on his check, but when checking for success, I don't expect that. If you come up with a really good argument [I]for a regular person[/I] I'll probably judge that you succeed. If I were using the skill, I'd probably do it like this "You made a good case, that's +7, your skill is 14, for a total of 21. I set the TN at 20, so he's persuaded" Or include a random element, whatever. Fortune at the start mechanics such as you suggest have never appealed to me. If I'm doing something in-game, I want it to affect what's happening. Roleplaying an interaction when I already know how things will turn out seems like a waste of time. What I did was waste time and effort on an attempt that couldn't succeed while the other guy succeeded without any such expenditure. I guess I value such personal resources over character resources. This is probably just an issue of clarifying expectation ahead of time. If I knew that mechanics would determine results ahead of time, I'd be fine with that, but I wouldn't put any effort into dialogue either. The incentive is to keep using in-game dialogue and thereby get better at it, making the game more fun. You make some good points here which basically describe why I'm trying to come up with a mechanical system I like. A pseudo-Ghandi would be fun to play, but I certainly can't do it just with RP. I'm leaning towards dialogue + skill > TN, which would provide incentive both to use persuasive dialogue and to get the skills. The thing I find unsatisfactory here is that no matter how high your skill, you still can't speak like Ghandi and won't get the satisfaction of speaking that well, only the succeses that would derive from it. I'm pretty sure there's no solution to this. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Smart vs. Intelligence and Combatless Roleplaying Sessions
Top