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Social skills in D&D: checks or role-playing?
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<blockquote data-quote="Clueless" data-source="post: 1202102" data-attributes="member: 11802"><p>I think the best use I've found in my games for rolling for diplomacy and other rolls is when I have a player doubting their own abilities completely. There's supposed to be an interaction element to roleplaying, and I'm loathe to just wash over that with a diplomacy check when the players are too lazy to do it or too afraid they'll mess up (or just too dim to NOT mess up). We're often here to talk to the npc's not just to metaphysically 'bash' on them with a roll or two or three to get past the 'problem'. Id use it purely as a backup system.</p><p></p><p>What I *have* used it for is to reassure a newbie player before. She wanted to play a 'face' sort of character, but literally was so scared to talk sometimes out of stressing over the pressure of the scene - that she'd end up not being able to so much as say her name. Pure nerves and the pressure she put on herself to perform.</p><p></p><p>Knowing her character had a high skill, and after telling her to *breathe* <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I had her roll. Luckily she rolled well or I would have had to BS a further result to calm her. In fact, she rolled a crit on it to boot. My words, "Alright. No matter *what* you say, you won't mess up here, ok? I'll let you know if you do and we'll rewind a bit. So take a breath, organize your thoughts - you certainly had the time to think about what you were going to say on the way to the meeting. And when you're ready... just let it out." The roll really didn't change *anything* in how I was running the character. But it did give her the confidence to do a brillant job in cutting a deal with him.</p><p></p><p>End result: Best roleplaying I've ever seen out of her.</p></blockquote><p></p>
[QUOTE="Clueless, post: 1202102, member: 11802"] I think the best use I've found in my games for rolling for diplomacy and other rolls is when I have a player doubting their own abilities completely. There's supposed to be an interaction element to roleplaying, and I'm loathe to just wash over that with a diplomacy check when the players are too lazy to do it or too afraid they'll mess up (or just too dim to NOT mess up). We're often here to talk to the npc's not just to metaphysically 'bash' on them with a roll or two or three to get past the 'problem'. Id use it purely as a backup system. What I *have* used it for is to reassure a newbie player before. She wanted to play a 'face' sort of character, but literally was so scared to talk sometimes out of stressing over the pressure of the scene - that she'd end up not being able to so much as say her name. Pure nerves and the pressure she put on herself to perform. Knowing her character had a high skill, and after telling her to *breathe* ;) I had her roll. Luckily she rolled well or I would have had to BS a further result to calm her. In fact, she rolled a crit on it to boot. My words, "Alright. No matter *what* you say, you won't mess up here, ok? I'll let you know if you do and we'll rewind a bit. So take a breath, organize your thoughts - you certainly had the time to think about what you were going to say on the way to the meeting. And when you're ready... just let it out." The roll really didn't change *anything* in how I was running the character. But it did give her the confidence to do a brillant job in cutting a deal with him. End result: Best roleplaying I've ever seen out of her. [/QUOTE]
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