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Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="Voadam" data-source="post: 9292175" data-attributes="member: 2209"><p>I can't tell if you are saying that they are all part of the power budget or whether they should be.</p><p></p><p>In 5e everyone is mechanically designed to be balanced and participate in combat effectively in different roles.</p><p></p><p>Skills are usually zero part of the D&D combat mechanical mini game though and high skill classes are not otherwise combat weaker than low skill classes in combat to compensate.</p><p></p><p>Socially the classes are not mechanically balanced to equally participate mechanically in social activities. Even just going with skills some are high skill with more skills and expertise, some are low skill, some are socially oriented in skill options, some are very not. Mechanically it is a very different set up from combat, it is not designed for everybody to participate or be balanced when they do.</p><p></p><p>Every player can participate in first person social interactions though.</p><p></p><p></p><p>Most of the objection to mechanic-less roleplaying seems to be about first person acting and talking persuasively as being effectively persuasive, not second person describing how you are convincing as being effectively persuasive.</p><p></p><p>First person roleplaying a social encounter to determine if an NPC is swayed by an argument seems more analogous to actually swinging foam weapons in a LARP to determine hits in a combat instead of rock paper scissors to make it a randomized mechanic to handle conflict in a LARP. </p><p></p><p>Mechanics use is a choice to accomplish specific purposes. </p><p></p><p>If you want all typical characters to be able to participate effectively in social interactions in 5e the same way they are designed to participate effectively in combat then going with non-mechanics hits that more than the class skill set up of 5e.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9292175, member: 2209"] I can't tell if you are saying that they are all part of the power budget or whether they should be. In 5e everyone is mechanically designed to be balanced and participate in combat effectively in different roles. Skills are usually zero part of the D&D combat mechanical mini game though and high skill classes are not otherwise combat weaker than low skill classes in combat to compensate. Socially the classes are not mechanically balanced to equally participate mechanically in social activities. Even just going with skills some are high skill with more skills and expertise, some are low skill, some are socially oriented in skill options, some are very not. Mechanically it is a very different set up from combat, it is not designed for everybody to participate or be balanced when they do. Every player can participate in first person social interactions though. Most of the objection to mechanic-less roleplaying seems to be about first person acting and talking persuasively as being effectively persuasive, not second person describing how you are convincing as being effectively persuasive. First person roleplaying a social encounter to determine if an NPC is swayed by an argument seems more analogous to actually swinging foam weapons in a LARP to determine hits in a combat instead of rock paper scissors to make it a randomized mechanic to handle conflict in a LARP. Mechanics use is a choice to accomplish specific purposes. If you want all typical characters to be able to participate effectively in social interactions in 5e the same way they are designed to participate effectively in combat then going with non-mechanics hits that more than the class skill set up of 5e. [/QUOTE]
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Social Pillar Mechanics: Where do you stand?
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