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General Tabletop Discussion
*Dungeons & Dragons
Social Checks in Combat
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7044109" data-attributes="member: 6846794"><p>As someone who's soon getting the chance to play (as an actual Player!) a Mastermind Rogue whose prime stat will be Charisma, I've been pondering this lately.</p><p></p><p>On one hand, I figure that the social skills should play their role before combat, so as to either make combat easier - scare of some of the enemies/bribe them/do a Han solo and trick them into believing you're the vanguard of a larger force and so on <em>(Intimidate, Persuasion and Deception, respectively).</em></p><p></p><p>In combat... I'm not so sure. In an actual anatomy-to-the-wall brawl, you're really not looking to engage with the other player in the same way as you would socially. I can see feinting being a thing, though I reckon that's implied in the straight-up attack bonus, as part of a certain style of fighting. However I could see the social skills getting some mileage when playing dead, as would giving up a convincing surrender and the following pleas for mercy and I could seem them being used to trash-talk an opponent into lashing out, which might cause them to commit when they should be maintaining range.</p><p></p><p>But yes, generally I reckon social skills bring more than enough to the combat table - in the form of extra bodies/minions/lackeys, persuaded/bullied/duped into fighting for the social-skilled character, ranging from angry fisherman looking for someone to take out their frustrations upon to the authorities following up a convincing tip-off.</p><p></p><p>Likewise, I reckon the social skills should be used to call for a foe's surrender sooner, or more likely, manipulate them into surrendering in a manner that suits the socially-skilled character <em>(rather than hitting the dirt and grovelling, they lay down their arms and reveal the location of their guard house.)</em></p><p></p><p>Saying all that, a good old, 'Your boot laces are undone/they're behind you!' is always welcomed at our table, as long as its not overused. Straight up appropriate social-skill check, at disadvantage because folks are generally wary of other folks <em>trying their best to kill them. </em>As for the action type, I'm not sure. Maybe the Bonus Action? And let's assume that, success or failure, once duped/distracted/baited, the target will no longer fall for such shenanigans, at least during the current combat.</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7044109, member: 6846794"] As someone who's soon getting the chance to play (as an actual Player!) a Mastermind Rogue whose prime stat will be Charisma, I've been pondering this lately. On one hand, I figure that the social skills should play their role before combat, so as to either make combat easier - scare of some of the enemies/bribe them/do a Han solo and trick them into believing you're the vanguard of a larger force and so on [I](Intimidate, Persuasion and Deception, respectively).[/I] In combat... I'm not so sure. In an actual anatomy-to-the-wall brawl, you're really not looking to engage with the other player in the same way as you would socially. I can see feinting being a thing, though I reckon that's implied in the straight-up attack bonus, as part of a certain style of fighting. However I could see the social skills getting some mileage when playing dead, as would giving up a convincing surrender and the following pleas for mercy and I could seem them being used to trash-talk an opponent into lashing out, which might cause them to commit when they should be maintaining range. But yes, generally I reckon social skills bring more than enough to the combat table - in the form of extra bodies/minions/lackeys, persuaded/bullied/duped into fighting for the social-skilled character, ranging from angry fisherman looking for someone to take out their frustrations upon to the authorities following up a convincing tip-off. Likewise, I reckon the social skills should be used to call for a foe's surrender sooner, or more likely, manipulate them into surrendering in a manner that suits the socially-skilled character [I](rather than hitting the dirt and grovelling, they lay down their arms and reveal the location of their guard house.)[/I] Saying all that, a good old, 'Your boot laces are undone/they're behind you!' is always welcomed at our table, as long as its not overused. Straight up appropriate social-skill check, at disadvantage because folks are generally wary of other folks [I]trying their best to kill them. [/I]As for the action type, I'm not sure. Maybe the Bonus Action? And let's assume that, success or failure, once duped/distracted/baited, the target will no longer fall for such shenanigans, at least during the current combat. [/QUOTE]
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