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Some Gems I Have Forgotten In The DMG
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<blockquote data-quote="Ondath" data-source="post: 8626214" data-attributes="member: 7031770"><p>The social interaction rules in pp. 244-5. For a long while, I thought 5E offered no guidance on social encounters, which led me to running them as "Roll whatever check seems to be appropriate to what you're trying to do, and if the number seems good enough to me you'll succeed". But the rules provide a really nice base on which you can build a quite robust social encounter system that feels natural. You've got the three basic attitudes as well as the DCs that would be needed to get someone at a specific attitude to do something. Add to this some makeshift rules for giving advantage when the party plays into an NPC's traits/ideals and you've got 90% of what you need to run actually good social encounters. In fact, the only thing I added to these in my own games was a 2d10 Reaction Roll system from older editions, and that's only because I couldn't be bothered to think of a starting reaction for each NPC they met, so rolling felt easier.</p><p></p><p>Also, +1 on the expanded combat maneuvers. Tumble, Climb Unto a Bigger Creature, Disarm, Overrun and Shove Aside are always allowed in my tables (and in time I added the Bind and Gag maneuvers to disable spellcasters - though it's a lengthy process to avoid trivialising spellcasters), though the players never seem to think of using them <strong>grumble grumble</strong></p></blockquote><p></p>
[QUOTE="Ondath, post: 8626214, member: 7031770"] The social interaction rules in pp. 244-5. For a long while, I thought 5E offered no guidance on social encounters, which led me to running them as "Roll whatever check seems to be appropriate to what you're trying to do, and if the number seems good enough to me you'll succeed". But the rules provide a really nice base on which you can build a quite robust social encounter system that feels natural. You've got the three basic attitudes as well as the DCs that would be needed to get someone at a specific attitude to do something. Add to this some makeshift rules for giving advantage when the party plays into an NPC's traits/ideals and you've got 90% of what you need to run actually good social encounters. In fact, the only thing I added to these in my own games was a 2d10 Reaction Roll system from older editions, and that's only because I couldn't be bothered to think of a starting reaction for each NPC they met, so rolling felt easier. Also, +1 on the expanded combat maneuvers. Tumble, Climb Unto a Bigger Creature, Disarm, Overrun and Shove Aside are always allowed in my tables (and in time I added the Bind and Gag maneuvers to disable spellcasters - though it's a lengthy process to avoid trivialising spellcasters), though the players never seem to think of using them [B]grumble grumble[/B] [/QUOTE]
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