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Social Skills, starting to bug me.
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<blockquote data-quote="Mark CMG" data-source="post: 5809194" data-attributes="member: 10479"><p>But do you know that every time you were uncertain about the results it was due to mitigating circumstances and that you were accurately assessing your own abilities with the same precision a player gets from knowing die results? How would you really know? (Perhaps you only believe you are as accurate in self-assessment as you think.) Are all characters guaranteed the same level of certainty no matter their Ability Scores? A character with a high Wisdom being equally self-aware as one with a low Wisdom? A character with a low Intelligence being equally able to assess a situation as well as one with a high Intelligence? These are things a GM can factor into the description of a very successful, moderately successful, precisely successful, moderately failing, or extremely failing die roll that are also off the table when the player knows the die results in social interactions. I don't believe that there should be as much certainty as knowing the die results brings to the table and further believe that being aware of the die results creates just one more barrier to the immersion that roleplaying games are meant to foster.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5809194, member: 10479"] But do you know that every time you were uncertain about the results it was due to mitigating circumstances and that you were accurately assessing your own abilities with the same precision a player gets from knowing die results? How would you really know? (Perhaps you only believe you are as accurate in self-assessment as you think.) Are all characters guaranteed the same level of certainty no matter their Ability Scores? A character with a high Wisdom being equally self-aware as one with a low Wisdom? A character with a low Intelligence being equally able to assess a situation as well as one with a high Intelligence? These are things a GM can factor into the description of a very successful, moderately successful, precisely successful, moderately failing, or extremely failing die roll that are also off the table when the player knows the die results in social interactions. I don't believe that there should be as much certainty as knowing the die results brings to the table and further believe that being aware of the die results creates just one more barrier to the immersion that roleplaying games are meant to foster. [/QUOTE]
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