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Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="I'm A Banana" data-source="post: 9292106" data-attributes="member: 2067"><p>Yeah, this needs some work in D&D.</p><p></p><p>IMO, the best example of this in D&D so far is inspiration for playing your flaw. Which is nice, but not super strong (there's a lot of ways to get advantage). There's also the group check, which means that I can blow up the social situation personally and not totally ruin the group's effort.</p><p></p><p>The more I think about it, though, the more I think that performance of your dump stat is actually kind of part of the fun of having a dump stat.</p><p></p><p>We play to find out what happens, and if I'm playing a jerk of a mercenary who sees everything through the lens of coin and has a CHA of 8, part of what I <em>want </em>is to perform that. To be a jerk. To offend the sensitive nobility, to spoil the peace talks, to spit on the shoes of the diplomats. My presence in a social situation should make it riskier, and <em>that is the fun of playing this character</em>. </p><p></p><p>It's similarly fun to play an INT of 8 as a bit of a doof, and a WIS of 8 as a bit of a scatterbrain. </p><p></p><p>So in D&D today, the best way to handle our jerk merc is maybe to...</p><p></p><p>(1) Give him inspiration for being a bit of a jerk, and</p><p>(2) Have a group check. Maybe give the jerk merc disadvantage (or even an auto-failure), but the rest of the party can make up for it.</p><p></p><p>There's definitely more we could do there...</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9292106, member: 2067"] Yeah, this needs some work in D&D. IMO, the best example of this in D&D so far is inspiration for playing your flaw. Which is nice, but not super strong (there's a lot of ways to get advantage). There's also the group check, which means that I can blow up the social situation personally and not totally ruin the group's effort. The more I think about it, though, the more I think that performance of your dump stat is actually kind of part of the fun of having a dump stat. We play to find out what happens, and if I'm playing a jerk of a mercenary who sees everything through the lens of coin and has a CHA of 8, part of what I [I]want [/I]is to perform that. To be a jerk. To offend the sensitive nobility, to spoil the peace talks, to spit on the shoes of the diplomats. My presence in a social situation should make it riskier, and [I]that is the fun of playing this character[/I]. It's similarly fun to play an INT of 8 as a bit of a doof, and a WIS of 8 as a bit of a scatterbrain. So in D&D today, the best way to handle our jerk merc is maybe to... (1) Give him inspiration for being a bit of a jerk, and (2) Have a group check. Maybe give the jerk merc disadvantage (or even an auto-failure), but the rest of the party can make up for it. There's definitely more we could do there... [/QUOTE]
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Social Pillar Mechanics: Where do you stand?
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