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Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="Hex08" data-source="post: 9294267" data-attributes="member: 7029595"><p>This all falls apart if you have a player who isn't socially competent to begin with or isn't particularly charismatic or persuasive. I have a player in my group who embodies all of that and another who isn't very creative and often falls on his face when making up "fake" conversations on the fly. They may say inappropriate things when roleplaying a conversation (especially the first player) or not know where to take the conversation after it starts (usually the second player) so I give them the option of skipping the social bit of roleplaying and have them tell me what it is they are trying to do and, if appropriate, tell them what the NPC is trying to do or at least their attitude and have them roll. If they want to give the roleplaying of the conversation a try I let them but I don't hold their shortcomings against them, I will guide them through what may be a faux pas and still have them roll to more accurately reflect the abilities of the character, not the player. For those who make for compelling roleplaying I will usually give a bonus to the rolls needed.</p><p></p><p>The rare times I get to play rather than run a game my favorite parts of the game are the in-game social aspects and I have a lot of experience as both a DM and player. Not everyone in my group, and I imagine others, does. To force those with less experience or skill to rely on player/DM conversations to resolve in-game social situations seems inherently unfair. Also, as I mentioned up thread (depending on the version of D&D you are playing) if you are playing a character who may be built to be more socially competent than the player and to force them to rely on their own skills rather than the characters also seems unfair.</p></blockquote><p></p>
[QUOTE="Hex08, post: 9294267, member: 7029595"] This all falls apart if you have a player who isn't socially competent to begin with or isn't particularly charismatic or persuasive. I have a player in my group who embodies all of that and another who isn't very creative and often falls on his face when making up "fake" conversations on the fly. They may say inappropriate things when roleplaying a conversation (especially the first player) or not know where to take the conversation after it starts (usually the second player) so I give them the option of skipping the social bit of roleplaying and have them tell me what it is they are trying to do and, if appropriate, tell them what the NPC is trying to do or at least their attitude and have them roll. If they want to give the roleplaying of the conversation a try I let them but I don't hold their shortcomings against them, I will guide them through what may be a faux pas and still have them roll to more accurately reflect the abilities of the character, not the player. For those who make for compelling roleplaying I will usually give a bonus to the rolls needed. The rare times I get to play rather than run a game my favorite parts of the game are the in-game social aspects and I have a lot of experience as both a DM and player. Not everyone in my group, and I imagine others, does. To force those with less experience or skill to rely on player/DM conversations to resolve in-game social situations seems inherently unfair. Also, as I mentioned up thread (depending on the version of D&D you are playing) if you are playing a character who may be built to be more socially competent than the player and to force them to rely on their own skills rather than the characters also seems unfair. [/QUOTE]
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Social Pillar Mechanics: Where do you stand?
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