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Social Skills, starting to bug me.
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<blockquote data-quote="rogueattorney" data-source="post: 5809925" data-attributes="member: 17551"><p>A series of tangentially related thoughts...</p><p></p><p>I think I come near the middle ground on this issue, but probably favor the "talk it out" crowd more. </p><p></p><p>I vastly prefer OD&D's & B/X D&D's one-size-fit-all reaction roll chart to discreet skills. Trying to intimidate? Roll on the chart and modify by charisma. Trying to bluff? Roll on the chart and modify by charisma. Etc. </p><p></p><p>However, I do require at least a minimum of explanation of what the player wants to have happen. I'm not looking for one whole heck of a lot of detail beyond "I hit him with my sword" or "I cast whatever spell."</p><p></p><p>I don't understand why DMs can't separate the content of what a player says from how he says it. If the player states the wrong content, how is that any different from choosing a less effective spell or combat maneuver? </p><p></p><p>If the player is trying to convince the bandits to join the party's side of a battle, shouldn't the DM be able to ask the player what reasons the bandits would do such a thing? Shouldn't the player at least be able to give a reason or two? Even if it's, "'Cus if you do we'll give you gold instead of kill you."</p><p></p><p>I've also never understood why speaking in third person is any different/better/worse than speaking in first. Personally, I find myself going back and forth throughout a session without much thought. The important thing is that the information is conveyed.</p><p></p><p>Going into long dialogues in funny voices and requiring me to do the same is probably the single easiest way to get me to leave the table.</p><p></p><p>I think the single biggest issue with regard to this subject is that the players first and then the game abandoned Charisma's original function, which was the acquisition and maintenance of allies, with social skills being an unsatisfactory replacement. In OD&D, Charisma received more ink that any of the other attribute scores. It quite easily had the most concrete effect on game play. Heck, STR, INT, and WIS solely gave xp bonuses to certain classes and had no other stated in-game effect. By the time 2e came out, the relative importance of attributes had been completely inverted and CHA was considered a "dump stat."</p></blockquote><p></p>
[QUOTE="rogueattorney, post: 5809925, member: 17551"] A series of tangentially related thoughts... I think I come near the middle ground on this issue, but probably favor the "talk it out" crowd more. I vastly prefer OD&D's & B/X D&D's one-size-fit-all reaction roll chart to discreet skills. Trying to intimidate? Roll on the chart and modify by charisma. Trying to bluff? Roll on the chart and modify by charisma. Etc. However, I do require at least a minimum of explanation of what the player wants to have happen. I'm not looking for one whole heck of a lot of detail beyond "I hit him with my sword" or "I cast whatever spell." I don't understand why DMs can't separate the content of what a player says from how he says it. If the player states the wrong content, how is that any different from choosing a less effective spell or combat maneuver? If the player is trying to convince the bandits to join the party's side of a battle, shouldn't the DM be able to ask the player what reasons the bandits would do such a thing? Shouldn't the player at least be able to give a reason or two? Even if it's, "'Cus if you do we'll give you gold instead of kill you." I've also never understood why speaking in third person is any different/better/worse than speaking in first. Personally, I find myself going back and forth throughout a session without much thought. The important thing is that the information is conveyed. Going into long dialogues in funny voices and requiring me to do the same is probably the single easiest way to get me to leave the table. I think the single biggest issue with regard to this subject is that the players first and then the game abandoned Charisma's original function, which was the acquisition and maintenance of allies, with social skills being an unsatisfactory replacement. In OD&D, Charisma received more ink that any of the other attribute scores. It quite easily had the most concrete effect on game play. Heck, STR, INT, and WIS solely gave xp bonuses to certain classes and had no other stated in-game effect. By the time 2e came out, the relative importance of attributes had been completely inverted and CHA was considered a "dump stat." [/QUOTE]
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