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General Tabletop Discussion
*Dungeons & Dragons
Social skills vs. ... all other mechanics
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<blockquote data-quote="Umbran" data-source="post: 7485956" data-attributes="member: 177"><p>One extra thing to consider is this:</p><p></p><p>When we talk about combat, the player *does* have skills that get used - skills *with the game rules*. While player skill does not impact a particular die roll, certainly player strategy and tactics impact the overall outcome of a combat. A combat conflict is a whole mess of die rolls, the impact of which is influenced by the player choices.</p><p></p><p>We don't typically handle social encounters in that way. Unless you are using something like a Skill Challenge, they are usually reduced to a *single* die roll. We don't give our players many tactical handholds in social challenges.</p><p></p><p>Roleplaying out the challenge is the most intuitive way to add some of that complexity - allowing the GM to understand the player approach and tactics in some detail, allowing us to judge any bonus or penalty on that roll. These things could be detailed out by the player without taking the RP route, but this game does not present a framework for doing that. We could consider creating one, even if it is just a list of simple questions about how the player wants to approach the discussion/negotiation/challenge.</p><p></p><p>Note that some other games do have full mechanics for these things- some FATE variants have Physical and Social (and some even Mental) health tracks - and the mechanics for "attacking" the challenge are exactly the same - they simply use different skills.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7485956, member: 177"] One extra thing to consider is this: When we talk about combat, the player *does* have skills that get used - skills *with the game rules*. While player skill does not impact a particular die roll, certainly player strategy and tactics impact the overall outcome of a combat. A combat conflict is a whole mess of die rolls, the impact of which is influenced by the player choices. We don't typically handle social encounters in that way. Unless you are using something like a Skill Challenge, they are usually reduced to a *single* die roll. We don't give our players many tactical handholds in social challenges. Roleplaying out the challenge is the most intuitive way to add some of that complexity - allowing the GM to understand the player approach and tactics in some detail, allowing us to judge any bonus or penalty on that roll. These things could be detailed out by the player without taking the RP route, but this game does not present a framework for doing that. We could consider creating one, even if it is just a list of simple questions about how the player wants to approach the discussion/negotiation/challenge. Note that some other games do have full mechanics for these things- some FATE variants have Physical and Social (and some even Mental) health tracks - and the mechanics for "attacking" the challenge are exactly the same - they simply use different skills. [/QUOTE]
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