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Social Skills, starting to bug me.
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<blockquote data-quote="Mallus" data-source="post: 5813695" data-attributes="member: 3887"><p>System doesn't really address this, though. You end up swapping accusations over pixel-bitching for accusations the DM set the Search DC too high, ie swapping one implementation of unreasonableness for another. </p><p></p><p></p><p>Me neither! First off, I'd have to sew a costume... </p><p></p><p></p><p>Or you're playing D&D the way people have played it decades. LARPing has a specific meaning. Let's keep it that way, eh? </p><p></p><p></p><p>There is no reason this has to happen. This is a worst-case scenario. </p><p></p><p></p><p>This, however, is a fair point. Resolving social encounters mechanically can be faster, and it can deliver interesting results. I don't think anyone is debating that.</p><p></p><p>But what if you're interested in more than the results? What if you're after entertaining in-character conversation? The highlights of many of my gaming sessions are the batsh*t clever things the players say. </p><p></p><p>What if you also want the feeling of accomplishment that comes from having the exact words you chose decide the encounter's success?</p><p></p><p>These are things social resolution mechanics cannot provide, by design, even. Which is why free-form compliments a formal system nicely. </p><p></p><p></p><p>It's not lazy design. It's design with a slightly different goal.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5813695, member: 3887"] System doesn't really address this, though. You end up swapping accusations over pixel-bitching for accusations the DM set the Search DC too high, ie swapping one implementation of unreasonableness for another. Me neither! First off, I'd have to sew a costume... Or you're playing D&D the way people have played it decades. LARPing has a specific meaning. Let's keep it that way, eh? There is no reason this has to happen. This is a worst-case scenario. This, however, is a fair point. Resolving social encounters mechanically can be faster, and it can deliver interesting results. I don't think anyone is debating that. But what if you're interested in more than the results? What if you're after entertaining in-character conversation? The highlights of many of my gaming sessions are the batsh*t clever things the players say. What if you also want the feeling of accomplishment that comes from having the exact words you chose decide the encounter's success? These are things social resolution mechanics cannot provide, by design, even. Which is why free-form compliments a formal system nicely. It's not lazy design. It's design with a slightly different goal. [/QUOTE]
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