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Social skills in D&D: checks or role-playing?
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<blockquote data-quote="takyris" data-source="post: 1206166" data-attributes="member: 5171"><p>I roll Diplomacy, Bluff, and Intimidate rolls myself, and then ask the person to roleplay (or at least describe, depending on time and importance of encounter) a result of the right level.</p><p></p><p>Example -- Decent-Cha character rolls well on his bluff. I say, "Okay, fire away, and have fun with a good solid lie."</p><p></p><p>Decent-Cha character rolls badly. I say, "You start convincingly and then utterly lose him at a critical point," and the player will make something up. As in, "Look, we have the papers back at the inn, but we can't go back and get them right now, so you should either let us in or go get the Duke himself to let us in... wait, check that, don't go get the Duke. I mean... er... roll initiative?"</p><p></p><p>If the player just rolls into it without declaring that he's trying beforehand, I usually assume that he takes 10.</p><p></p><p>But as long as it's clear how it works, I think any of the above methods can work -- as long as everyone is having fun and nobody is feeling like a) they put points into Diplomacy when they could have just roleplayed it well instead, or b) they didn't put points into Diplomacy and never get a fair chance to shine, RP-wise, as a result.</p></blockquote><p></p>
[QUOTE="takyris, post: 1206166, member: 5171"] I roll Diplomacy, Bluff, and Intimidate rolls myself, and then ask the person to roleplay (or at least describe, depending on time and importance of encounter) a result of the right level. Example -- Decent-Cha character rolls well on his bluff. I say, "Okay, fire away, and have fun with a good solid lie." Decent-Cha character rolls badly. I say, "You start convincingly and then utterly lose him at a critical point," and the player will make something up. As in, "Look, we have the papers back at the inn, but we can't go back and get them right now, so you should either let us in or go get the Duke himself to let us in... wait, check that, don't go get the Duke. I mean... er... roll initiative?" If the player just rolls into it without declaring that he's trying beforehand, I usually assume that he takes 10. But as long as it's clear how it works, I think any of the above methods can work -- as long as everyone is having fun and nobody is feeling like a) they put points into Diplomacy when they could have just roleplayed it well instead, or b) they didn't put points into Diplomacy and never get a fair chance to shine, RP-wise, as a result. [/QUOTE]
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