Social Skills: Are they necessary.

Also helps you in the Bluff/Feint, Intimidate/Demoralize Opponent departments, both skills that you can use during melee combat. Yes?

Well, Bluff is not a 4e Fighter class skill either, and Intimidate per RAW is effectively useless in combat, so those would not be major factors, no.
 

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Or, you can multiclass into cleric, or rogue, which also get Diplomacy as a class skill. The Negotiator and Skill Focus feats can also assist.

That's what I was thinking, but I didn't know the D&D classes. In the Conan RPG, one could easily multiclass (if the GM allows it) into a Soldier/Noble. This is a perfect combination for those nose-in-the-air army commanders who hobknob with the priviledged.

I understand that it's harder to multiclass in 3.5 D&D than it is in Conan, so maybe something like this isn't a good idea... :erm:





Well, Bluff is not a 4e Fighter class skill either, and Intimidate per RAW is effectively useless in combat, so those would not be major factors, no.

I think both I and the post I was responding to were speaking in 3.5 terms.

And the Demoralize Opponent option of Intimidate is a matter of opinion. Is giving up an attack worthy of the +2 modifier you get? Some say "yes", and some say "no".
 

Dang. I was hoping that I was going to have the chance to rant about how it is necessary for players to have social skills.

Like guys that don't talk and just wait to roll dice. Or when a player does talk and the most awful things come spewing out of his mouth. I love hearing stories like that. But this thread isn't about that type of social skill. Rats.
 

Considering all the gamers I've met, they don't seem to be!

Here, have a seat
Requirements: Diplomacy 1 rank, Cha 9+
Benefit: You are allowed to play in my game.
Special: Players with the "Oppressive Body Odor" flaw are not allowed to purchase this feat.
 

I understand that it's harder to multiclass in 3.5 D&D than it is in Conan, so maybe something like this isn't a good idea... :erm:

I don't know the Conan game, but multiclassing in 3.x is pretty dirt-easy. Some folks may argue the effectiveness of the resulting character, but it is by no means difficult to implement.
 


Though by no means do I think the discussion should have to stop, I think I have come to my conclusions. The inclusion of social skills as a gameplay mechanic is necessary, because even if the player sitting across the table from me can give excellent reasons of why the dark lord should let the hostages go and take him instead, it doesn't mean that the dark lord should give in, especially if the character the player is controlling is a half-wit smelly orc.

On the other hand, I should still give conditional bonuses to their checks IF they do rp well, if only to continue to encourage realistic and immersive roleplay, instead of only roll-play.

I also wanted to thank everyone that posted in this thread, as everyone has provided more proverbial water to the water wheel of thought inside my head.
 
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