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Social skills in D&D
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<blockquote data-quote="Ourph" data-source="post: 2446590" data-attributes="member: 20239"><p>Usually the same way I used to handle it in 3e - i.e. a mixture of just talking it out and talking it out and then rolling something. Usually the rolling was either on the Reaction tables or a Morale check. For example, by the RAW NPC henchmen need to make a Morale check after the end of every adventure to see if they remain loyal. The check is modified by the PC employer's Cha score as well as circumstancial modifiers. It's easy enough to use that same process for determining how well disposed any other NPC interacting in an extended fashion with the PC will feel toward them (if the DM decides it's necessary to determine such a thing randomly).</p><p></p><p></p><p>I pay attention to <u>what</u> they say, not <u>how they say it</u>. If <u>what</u> they say it stupid or inappropriate, then the PC and player suffer the consequences. As far as I'm concerned, the delivery can be determined by the character, but the thinking behind the delivery is always the responsibility of the player. After all, player skill has to figure into the game somewhere if it's really a <u>game</u> and not a cooperative, interactive novel-writing session (if that's what a group wants out of the experience that's fine and I can see, in that instance, why you'd perhaps do things that eliminated player characteristics from the equation).</p><p></p><p></p><p>Where are these mythical high charisma gamers of which you speak? Isn't that kind of like asking what you'd do if the Sasquatch sat down at your table and wanted to play a Half-Kender/Half-Dragon Paladin? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Seriously though, I'd handle it in the same way as above, paying attention to what the player says, not how he says it. Any advantage a player might gain in the "what" department through having good social skills is, IMO, deserved and not a problem AFAIAC.</p><p></p><p>:edit:</p><p></p><p>Thanee brings up a good point. My real problem with social skills isn't really that they discourage RP or anything. It's that a player can do a good job of RPing - have a decent Cha, Diplomacy score, etc. and still roll really bad and get screwed when (by any reasonable standard) his scores and performance should have led to a better result. As a DM, I just simply don't let this kind of thing happen by fiat (i.e. - "good enough, you don't need to roll") but I've gotten screwed by it as a player a few times with DMs who are (IMO) too BtB and it's really frustrating.</p></blockquote><p></p>
[QUOTE="Ourph, post: 2446590, member: 20239"] Usually the same way I used to handle it in 3e - i.e. a mixture of just talking it out and talking it out and then rolling something. Usually the rolling was either on the Reaction tables or a Morale check. For example, by the RAW NPC henchmen need to make a Morale check after the end of every adventure to see if they remain loyal. The check is modified by the PC employer's Cha score as well as circumstancial modifiers. It's easy enough to use that same process for determining how well disposed any other NPC interacting in an extended fashion with the PC will feel toward them (if the DM decides it's necessary to determine such a thing randomly). I pay attention to [u]what[/u] they say, not [u]how they say it[/u]. If [u]what[/u] they say it stupid or inappropriate, then the PC and player suffer the consequences. As far as I'm concerned, the delivery can be determined by the character, but the thinking behind the delivery is always the responsibility of the player. After all, player skill has to figure into the game somewhere if it's really a [u]game[/u] and not a cooperative, interactive novel-writing session (if that's what a group wants out of the experience that's fine and I can see, in that instance, why you'd perhaps do things that eliminated player characteristics from the equation). Where are these mythical high charisma gamers of which you speak? Isn't that kind of like asking what you'd do if the Sasquatch sat down at your table and wanted to play a Half-Kender/Half-Dragon Paladin? :p Seriously though, I'd handle it in the same way as above, paying attention to what the player says, not how he says it. Any advantage a player might gain in the "what" department through having good social skills is, IMO, deserved and not a problem AFAIAC. :edit: Thanee brings up a good point. My real problem with social skills isn't really that they discourage RP or anything. It's that a player can do a good job of RPing - have a decent Cha, Diplomacy score, etc. and still roll really bad and get screwed when (by any reasonable standard) his scores and performance should have led to a better result. As a DM, I just simply don't let this kind of thing happen by fiat (i.e. - "good enough, you don't need to roll") but I've gotten screwed by it as a player a few times with DMs who are (IMO) too BtB and it's really frustrating. [/QUOTE]
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