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General Tabletop Discussion
*Dungeons & Dragons
Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="Voadam" data-source="post: 9288207" data-attributes="member: 2209"><p>Actual social interactions and first person roleplaying and riffing are a big part of the fun so I like to emphasize those aspects as a player and a DM. I do a bunch of politicking and interactions in my games and I usually take this with just either first or second person sometimes with a die roll for second person, sometimes just back and forth with no mechanics.</p><p></p><p>I am OK with going with some prompts such as from die results or whatever, but I have zero interest in trying to enforce stats on a sheet as a constraint on roleplay characterization or policing how players play their characters or driving them to play their sheets. I much prefer characterization from a player's concept and what develops at the table on the spot in game. Balance I am concerned about mechanics for combat, not roleplaying stats. I want everybody to engage in combat and exploration and social pillars of the game, I do not want participation siloed. I trust in the general balance of 5e for combat, not for the mechanics of the social and exploration pillars.</p><p></p><p>As a second person type of thing where things are just sketched out in approaches a die roll mechanic can be useful for randomly deciding results with some character mechanic impacts, for a more in-depth type of thing I am OK with a skill challenge type of mechanic, multiple actions from different directions to build up to a resolution.</p><p></p><p>I like how 5e's aid another for advantage and bound accuracy encourages players to tag team participate in social interactions and figure out a way to help to get the benefit for big bonuses even if they are not a face character or do not have the exact social skill mechanics for the situation. More participation is better, and two players working together is great.</p><p></p><p>I really disliked 3e's skill system incentives to build one face character for the party, have them handle every social interaction, and actively discourage other PCs from interacting socially.</p><p></p><p>I am kind of intrigued by <a href="https://preview.drivethrurpg.com/en/product/348180/doctors-and-daleks-player-s-guide?affiliate_id=17596" target="_blank">Doctors & Daleks</a> turning social stuff into hps as well so you can logic or fast talk someone into submission, but I have not gotten it yet. It might encourage more player social interactions or be dry mechanics only.</p><p></p><p>In the 3e era I got Dynasties & Demagogues from Atlas Games as I really enjoy politics and debates and courtroom scenes in my games, and it provides d20 system rules for handling those types of things mechanically, but in the end I have barely cracked open the PDF, I just handle most of those things on the spot with loose mechanics if desired.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9288207, member: 2209"] Actual social interactions and first person roleplaying and riffing are a big part of the fun so I like to emphasize those aspects as a player and a DM. I do a bunch of politicking and interactions in my games and I usually take this with just either first or second person sometimes with a die roll for second person, sometimes just back and forth with no mechanics. I am OK with going with some prompts such as from die results or whatever, but I have zero interest in trying to enforce stats on a sheet as a constraint on roleplay characterization or policing how players play their characters or driving them to play their sheets. I much prefer characterization from a player's concept and what develops at the table on the spot in game. Balance I am concerned about mechanics for combat, not roleplaying stats. I want everybody to engage in combat and exploration and social pillars of the game, I do not want participation siloed. I trust in the general balance of 5e for combat, not for the mechanics of the social and exploration pillars. As a second person type of thing where things are just sketched out in approaches a die roll mechanic can be useful for randomly deciding results with some character mechanic impacts, for a more in-depth type of thing I am OK with a skill challenge type of mechanic, multiple actions from different directions to build up to a resolution. I like how 5e's aid another for advantage and bound accuracy encourages players to tag team participate in social interactions and figure out a way to help to get the benefit for big bonuses even if they are not a face character or do not have the exact social skill mechanics for the situation. More participation is better, and two players working together is great. I really disliked 3e's skill system incentives to build one face character for the party, have them handle every social interaction, and actively discourage other PCs from interacting socially. I am kind of intrigued by [URL='https://preview.drivethrurpg.com/en/product/348180/doctors-and-daleks-player-s-guide?affiliate_id=17596']Doctors & Daleks[/URL] turning social stuff into hps as well so you can logic or fast talk someone into submission, but I have not gotten it yet. It might encourage more player social interactions or be dry mechanics only. In the 3e era I got Dynasties & Demagogues from Atlas Games as I really enjoy politics and debates and courtroom scenes in my games, and it provides d20 system rules for handling those types of things mechanically, but in the end I have barely cracked open the PDF, I just handle most of those things on the spot with loose mechanics if desired. [/QUOTE]
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