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General Tabletop Discussion
*TTRPGs General
Social skills in D&D: checks or role-playing?
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<blockquote data-quote="Voadam" data-source="post: 1205459" data-attributes="member: 2209"><p>Charisma is important for bards, paladins, sorcerers, and clerics for their class abilities.</p><p></p><p>In my game social rolls are mostly for off screen things or their game effects (rogues like to feint using bluff, sense motive is nice to detect charms, etc.), so they still get used, only rarer than in games where PCs say I bluff the guard into letting me into the king's chamber".</p><p></p><p>Also as I said before I eyeball their score, skills, and character history and presentation, and use that to modify how NPCs react when we are roleplaying the interaction. I don't make rolls but I am more inclined to let characters with a socially emphasis work with it more, and no skill ones have a tougher in game interaction. No rolls needed, but still an in game effect and we keep it in roleplaying mode instead of just dice.</p><p></p><p></p><p></p><p></p><p>If a dumb player plays a high int character they get more skills and can be a potent wizard. A high charisma character can get good saves as a paladin or power themselves as a sorcerer. If you want to play a social character in my game you have to be willing to talk and try to be social. If you want me to interrupt roleplaying or give plot answers to characters because the character is diplomatic or smart, too bad that is not how it works in my game. </p><p></p><p></p><p></p><p></p><p>I give characters a read on people, sometimes by simply eyeballing their skills and character, sometimes rolling If I want to put some randomness into it. However, this is very different from them saying "I use diplomacy to get past the guard." This is an aid for them to use in interaction, not a replacement for it.</p></blockquote><p></p>
[QUOTE="Voadam, post: 1205459, member: 2209"] Charisma is important for bards, paladins, sorcerers, and clerics for their class abilities. In my game social rolls are mostly for off screen things or their game effects (rogues like to feint using bluff, sense motive is nice to detect charms, etc.), so they still get used, only rarer than in games where PCs say I bluff the guard into letting me into the king's chamber". Also as I said before I eyeball their score, skills, and character history and presentation, and use that to modify how NPCs react when we are roleplaying the interaction. I don't make rolls but I am more inclined to let characters with a socially emphasis work with it more, and no skill ones have a tougher in game interaction. No rolls needed, but still an in game effect and we keep it in roleplaying mode instead of just dice. If a dumb player plays a high int character they get more skills and can be a potent wizard. A high charisma character can get good saves as a paladin or power themselves as a sorcerer. If you want to play a social character in my game you have to be willing to talk and try to be social. If you want me to interrupt roleplaying or give plot answers to characters because the character is diplomatic or smart, too bad that is not how it works in my game. I give characters a read on people, sometimes by simply eyeballing their skills and character, sometimes rolling If I want to put some randomness into it. However, this is very different from them saying "I use diplomacy to get past the guard." This is an aid for them to use in interaction, not a replacement for it. [/QUOTE]
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Social skills in D&D: checks or role-playing?
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