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Social skills in D&D: checks or role-playing?
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<blockquote data-quote="Philip" data-source="post: 1202637" data-attributes="member: 10993"><p>Woodelf, I think you are reversing the problem.</p><p></p><p>The rules (and the dice) in the game are IMO used for one thing only, resolution of conflict. Whenever a player wants their character achieve some result and I doubt their character's abilities to do so automatically, there is a conflict.</p><p></p><p>Sure, every player wants their character to leap that 20 foot chasm instead of falling to his/her death. Every player wants to crit the opponent instead of missing him. That's what rules and dice are for. But you don't 'role' play walking along the road any more than you 'roll' play it. There is no conflict in just walking along the road.</p><p></p><p>The same is true for a lot of 'social' encounters. They don't need to be resolved by die rolling simply because there is no conflict between the player's goals and what I think their characters can achieve. There are some cases of social interaction where conflict does arrive, and typically in cases described by the social skills: Bluff, Intimidate, Sense Motive etc. When my players say: wait! I don't want this to happen, I don't want to anger the guard, I just want to talk my way past the magistrate, then its time for a skill roll.</p><p></p><p>And yes, an good bit of role-playing (effort-based) might net the player's character a +2 bonus on a social skill roll. Similarly, if a player suggests/describes a cool combat move, I tend to give them a +2 bonus on the attack roll (or whatever) too. Nobody has ever had a problem with that. It happens less, because a lot of 'cool moves' are already written down in the rules.</p><p></p><p>Player: "I circle around the enemy, and just when my friend is about to attack I engage the enemy from the other direction."</p><p>DM: "Well, that gets you both a +2 flanking bonus."</p><p>Typical example of role-played combat.</p><p></p><p>What you are saying with your example: "feint to the left, then, when he's off-balance, make a quick jab at his right, while blocking" etc...</p><p>Is like someone in a social encounter saying: "I make an insult that leaves him flabbergasted and when he's brought off-balance I make a joke that will make his friends laugh." That's not role-playing, that's describing the results of actions! If a player says that to me, I say: "Well, do it then, role-play!" And then I might ask for a bluff/intimidate/diplomacy/whatever roll.</p></blockquote><p></p>
[QUOTE="Philip, post: 1202637, member: 10993"] Woodelf, I think you are reversing the problem. The rules (and the dice) in the game are IMO used for one thing only, resolution of conflict. Whenever a player wants their character achieve some result and I doubt their character's abilities to do so automatically, there is a conflict. Sure, every player wants their character to leap that 20 foot chasm instead of falling to his/her death. Every player wants to crit the opponent instead of missing him. That's what rules and dice are for. But you don't 'role' play walking along the road any more than you 'roll' play it. There is no conflict in just walking along the road. The same is true for a lot of 'social' encounters. They don't need to be resolved by die rolling simply because there is no conflict between the player's goals and what I think their characters can achieve. There are some cases of social interaction where conflict does arrive, and typically in cases described by the social skills: Bluff, Intimidate, Sense Motive etc. When my players say: wait! I don't want this to happen, I don't want to anger the guard, I just want to talk my way past the magistrate, then its time for a skill roll. And yes, an good bit of role-playing (effort-based) might net the player's character a +2 bonus on a social skill roll. Similarly, if a player suggests/describes a cool combat move, I tend to give them a +2 bonus on the attack roll (or whatever) too. Nobody has ever had a problem with that. It happens less, because a lot of 'cool moves' are already written down in the rules. Player: "I circle around the enemy, and just when my friend is about to attack I engage the enemy from the other direction." DM: "Well, that gets you both a +2 flanking bonus." Typical example of role-played combat. What you are saying with your example: "feint to the left, then, when he's off-balance, make a quick jab at his right, while blocking" etc... Is like someone in a social encounter saying: "I make an insult that leaves him flabbergasted and when he's brought off-balance I make a joke that will make his friends laugh." That's not role-playing, that's describing the results of actions! If a player says that to me, I say: "Well, do it then, role-play!" And then I might ask for a bluff/intimidate/diplomacy/whatever roll. [/QUOTE]
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