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Social Skills, starting to bug me.
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<blockquote data-quote="Tymophil" data-source="post: 5818267" data-attributes="member: 46923"><p>What I am saying is a little different. If the player states the best action for his character, why should he fail on a dice roll ? There are not even fumble in the D&D4 system ! Why bother people with such a Damocles sword ?</p><p></p><p>I prepared a scene, the character does what is the most logical, the most clever, the wisest. Why should he fail ? Sure, I want his skill bonus to matter and it does. But, utimately, what is a point of failing what should fail, just because a dice roll must be a fail/succeed tool ? It slows the action, makes things more mechanical, impedes the unfolding of the plot. What is the benefit of such an approach ?</p><p></p><p>You did not read my message. The player doesn't have to <em><strong>perform</strong></em> to succeed. All he has to do is state what his character will do. If he wants to perform, I'm fine with that (as long as he doesn't steal the spotlight for the other players). But all the player has to do is clearly state his character's action, nothing more, nothing less. If the player cannot simply say : "Sir Rakehell uses his best abilities to be sweet to the Queen." then he may be cursed beyond help...</p><p></p><p>What is the point of such system ? If the player wants to play his character in a certain way, it should play in a certain way. If the player wants his PC to insult, his character should insult. If he wants to palay it as a diplomat, then a diplomat it should be at that moment. </p><p></p><p>As a player I would feel insulted if the intent of the actions of my character would be modified by the GM, because of a roll. I would also feel ashamed to play a character in such a way that it would embarass the GM and other players.</p><p></p><p>If I say : "<em>Sir Rakehell tries to bluff the Queen into believing that he's an ambassador for Gundia.</em>" I am fully aware that my bluff may be called for. Then a roll is something that is mandatory. Its result is something that can tell success/failure.</p><p></p><p>If I say : "Sir Rakehell presents his best poem to the Queen.", I would be sad to roll a dice and being replied. The Queen doen't like poems (because you rolled poorly) and you get thrown in jail for your impudence.</p><p></p><p>I play a fantasy roleplaying game, such reference don't make sense in such a fiction.</p><p></p><p>If my character says the right thing, there should be no way in the world that it becomes a bad thing because of a dice...</p><p></p><p>???</p><p></p><p>Players are what you make them for most part. Once again, the DM is the eyes, the ears, the skin, the taste, the nose, the intuition, the knowledge, the culture of the PC. If the player is not getting subtle hints, then resort to not subtle ones. I want everyone to play around the table, but I surely don't want the system to play on its own...</p><p></p><p>A charismatic PC should be able to play any way the player wants... That the player should rely on the Charisma of the PC is obvious, and my system (as you call it) doesn't make it impossible, nor even difficult, it's even desirable. The <strong>action</strong> the player intends for his PC is what matters, then the skill kicks in. If the action is the right/best/coolest/brightest/etc. thing to do, then it would a shame to <em>cut his wings</em> but having a dice telling him that his action is a failure.</p><p></p><p>Once again, if the player meant that his PC insulted, I would consider a shame to have the DM telling him that his character's words are considered funny because he <em>succeeded</em> his skill test ! A successful skill roll should mean that the insult was pretty... insulting !</p></blockquote><p></p>
[QUOTE="Tymophil, post: 5818267, member: 46923"] What I am saying is a little different. If the player states the best action for his character, why should he fail on a dice roll ? There are not even fumble in the D&D4 system ! Why bother people with such a Damocles sword ? I prepared a scene, the character does what is the most logical, the most clever, the wisest. Why should he fail ? Sure, I want his skill bonus to matter and it does. But, utimately, what is a point of failing what should fail, just because a dice roll must be a fail/succeed tool ? It slows the action, makes things more mechanical, impedes the unfolding of the plot. What is the benefit of such an approach ? You did not read my message. The player doesn't have to [I][B]perform[/B][/I] to succeed. All he has to do is state what his character will do. If he wants to perform, I'm fine with that (as long as he doesn't steal the spotlight for the other players). But all the player has to do is clearly state his character's action, nothing more, nothing less. If the player cannot simply say : "Sir Rakehell uses his best abilities to be sweet to the Queen." then he may be cursed beyond help... What is the point of such system ? If the player wants to play his character in a certain way, it should play in a certain way. If the player wants his PC to insult, his character should insult. If he wants to palay it as a diplomat, then a diplomat it should be at that moment. As a player I would feel insulted if the intent of the actions of my character would be modified by the GM, because of a roll. I would also feel ashamed to play a character in such a way that it would embarass the GM and other players. If I say : "[I]Sir Rakehell tries to bluff the Queen into believing that he's an ambassador for Gundia.[/I]" I am fully aware that my bluff may be called for. Then a roll is something that is mandatory. Its result is something that can tell success/failure. If I say : "Sir Rakehell presents his best poem to the Queen.", I would be sad to roll a dice and being replied. The Queen doen't like poems (because you rolled poorly) and you get thrown in jail for your impudence. I play a fantasy roleplaying game, such reference don't make sense in such a fiction. If my character says the right thing, there should be no way in the world that it becomes a bad thing because of a dice... ??? Players are what you make them for most part. Once again, the DM is the eyes, the ears, the skin, the taste, the nose, the intuition, the knowledge, the culture of the PC. If the player is not getting subtle hints, then resort to not subtle ones. I want everyone to play around the table, but I surely don't want the system to play on its own... A charismatic PC should be able to play any way the player wants... That the player should rely on the Charisma of the PC is obvious, and my system (as you call it) doesn't make it impossible, nor even difficult, it's even desirable. The [B]action[/B] the player intends for his PC is what matters, then the skill kicks in. If the action is the right/best/coolest/brightest/etc. thing to do, then it would a shame to [I]cut his wings[/I] but having a dice telling him that his action is a failure. Once again, if the player meant that his PC insulted, I would consider a shame to have the DM telling him that his character's words are considered funny because he [I]succeeded[/I] his skill test ! A successful skill roll should mean that the insult was pretty... insulting ! [/QUOTE]
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