Some players shouldn't play certain PC types

Wolfwood2

Explorer
There's this game I play in where a player, let's call them "X" has a mostly bard character. X chose to load their PC up as a social type, with lots of Bluff, Diplomacy, Sense Motive, and that sort of thing. Okay, fine.

The problem is that X is a very slow thinker. When attempting to rolepay out a conversation, X tends to say the most straightfoward thing possible, tends not to catch on to conversational nuances very quickly, and agonizes a long time over simple decisions. X is not very skilled at eliciting information or otherwise thinking of useful responses we would like to have the NPCs make or useful things we would like to request that the NPCs do. (This last point is the biggest hurdle to overcome, as I'll discuss below.)

From the couple of examples I have seen so far, it comes to the other players just directly telling X out of character that, "You should ask them about this," or "Try telling them this." Watching X roleplay out a conversation is painfully awkward and uncomfortable. It's much more entertaining to watch pretty much any other player in the group talk to an NPC, even though our charaters do not have particularly good social skills.

Now the usual response to this is along the lines of, "You don't expect a player to be good at swinging a sword in real life in order to make an attack roll! The player should roll according to the skills of the PC, and the DM should have the NPC respond to the results of the roll." I really do agree with that, but it only works up to a point.

A player doesn't have know how to swing a sword in real life, but a player does need to have some idea of the best way to position his sword-swinging miniature on the battlemat in order to attack an enemy miniature. A player does need to have some understanding of when to have his PC pull out a sword and when to pull out a bow and when to cast magic missile instead.

Similiarly, a player with a PC with lots of social skills needs to have some idea of what they want to do with those skills. It's fine to make a Diplomacy roll to make an NPC like you, but the player then needs to decide what favors they wish to ask of their new-found friend. I don't care if a player is the worst liar in the world as long as they make their Bluff roll... but the player needs to be able to decide when it is appropriate to Bluff in the first place and what tall tale they are trying to sell. An Intimidate check can make an NPC do what you want, but a player needs to decide what it is they want the NPC to do.

You get the idea. It's not an issue of shyness, but more of a lack of ability to think of interesting social situation type stuff to do. A typical X social encounter might go something like this.

X's PC approaches a guard.

X: Can we speak to your boss.

DM: The guard says no, he's not taking visitors right now.

X: Okay. My PC turns around and goes away. Sorry guys, we can't get in.

OTHER PLAYERS: Wait, wait, you've got massive social skills. Why don't you try to bluff him or just tell him we really need to see the boss or something!

X: Oh yeah! Okay, my PC goes up to the gate guard and says- (starts thinking)

(thirty seconds pass)

OTHER PLAYERS: Tell him you're an old friend of the boss! Tell him it's really important and pretty-please can't he make an exception! Threaten to have his job if he doesn't let us in!

X: Oh, uh, I say that we really need to see the boss and it's very important.

DM: Make a Diplomacy roll.

X: (rolls, easily makes it)

DM: Okay, the guard is moved by your plea and lets you in.

We were told that the next several adventures will be in a city, as opposed to recent adventures tromping around in a jungle. Logically the social PC should take center stage, but I think it is going to be very frustrating if the other players have to prompt every aspect of X's conversations.
 

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Well put. I'm on your side. This is one of my favorite discussions on these boards and I think you've just shed new light on things.
 


It's been said before, players shouldn't be limited in such a way (ie. Sorry Bob, but you're too stupid to play a wizard. How about a grunt and scream barbarian instead?).

If a player isn't as socially adept as your average joe, D&D provides a reasonably safe place to develop those skills. Said player can avoid the rejection and embarassment that real life so readily supplies (or if the player is rejected, it's because they failed the roll - no hard feelings).

I think that's why there is a diplomacy skill, so the not so glib can have a chance at getting past the guard, or whatever. And other players offering suggestions on what to say is a good way to learn from the experience of your peers.

Anyway, enough psychobabble. :)
 

No Name said:
It's been said before, players shouldn't be limited in such a way (ie. Sorry Bob, but you're too stupid to play a wizard. How about a grunt and scream barbarian instead?).

If a player isn't as socially adept as your average joe, D&D provides a reasonably safe place to develop those skills. Said player can avoid the rejection and embarassment that real life so readily supplies (or if the player is rejected, it's because they failed the roll - no hard feelings).

I think that's why there is a diplomacy skill, so the not so glib can have a chance at getting past the guard, or whatever. And other players offering suggestions on what to say is a good way to learn from the experience of your peers.

I can safely say that X is not going to suddenly gain new confidence and creativity due to gaming, as X has gamed for a long time.

You're basically giving the same answer always given about the diplomacy skill, but can you understand how incredibly not fun it is to have to prompt X every single time? It's not that X fails when X actually makes a roll, but that X doesn't ask to make the roll in the first place. X doesn't even play X's PC in such a way as that the DM would logically tell X, "make a roll".

X tends to either give up when confronted with the slightest social resistance or to pause for extended periods of time, paralyzed by indecision as to how to proceed. Neither is fun to watch.
 

Wolfwood2 said:
A player doesn't have know how to swing a sword in real life, but a player does need to have some idea of the best way to position his sword-swinging miniature on the battlemat in order to attack an enemy miniature. A player does need to have some understanding of when to have his PC pull out a sword and when to pull out a bow and when to cast magic missile instead.

I agree. IME keeping players involved in the game means letting them make tactical decisions. If a player doesn't have good instincts for how to manipulate social situations, the best he can do is hope for good dicerolls and hope for a kind DM who might help him out with some suggestions. Otherwise, bards can still swing a sword, sing for bonuses, and cast spells, so it's not like the character is a total waste.
 

IME the players who most want to be the diplomats are the ones least suitable, i.e., the ones who want to roll for Diplomacy without actually doing any Roleplaying.
Then again, not all DMs are particularly adept at social interaction so I'm not going to throw any stones.
 

If you're having problems with him being slow, you can have him make the diplomacy roll FIRST, and then use the result as guidelines for what he said (okay, you got an 18, that's good, here are some ideas for things that you can say). Then give him some choices and let him fill in the blanks with actual roleplaying.
 

No Name said:
It's been said before, players shouldn't be limited in such a way...
Yes, it's been said before. That doesn't make it true.

(ie. Sorry Bob, but you're too stupid to play a wizard. How about a grunt and scream barbarian instead?).
Try this analogy on for size: instead of gaming, imagine a group of friends getting together to play softball. Would you let Bob pitch if he, in fact, pitched like Ray Charles with a bum shoulder? Keep in mind that 1) no-one is telling Bob not to play, just that he shouldn't pitch, because 2) Bob's inability to pitch affects everyone elses enjoyment of the game.

Or how about this: After the softball game, Bob attends a party where alcohol is being served (ie, a real party). Bob insists on drinking, but, as well as being an inept pitcher, he can't hold his liquor, at all (other than that, Bob is swell guy). Bob doesn't want to be 'limited', but when he drinks everyone knows how the evening is going to end; with Bob weeping, telling everyone he loves them, or starting a fight. Usually all three. Think Bob is in the right if he has a few cold ones?

If a player isn't as socially adept as your average joe, D&D provides a reasonably safe place to develop those skills.
Since when did D&D become therapy? I must have missed the memo.

Said player can avoid the rejection and embarassment that real life so readily supplies
How? The game is still being played in the real world. With, presumably, real people.
 
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I know a guy who used to get distracted half way through looking up a spell description of something he had just decided to cast. We would all wait for him to finish reading something so he could confirm it was what he was going to cast, then after a while we would all get impatient and nudge him, asking something like, "Got it down, now?" or "Ready?" To which he would reply something like, "Wiat! Listen to this one!" And we'd find out he had started reading some other spell on the same page and forgotten we were in the middle of combat. We banned that guy from playing spell casters.


*edit* I should point out that this person was not born with any problem that prevented concentration, nor did he succomb to an illness, nor have an accident of any kind. The man was high. I don't mean the guy sometimes was little zonked. Day in and day out, baked. He claimed he functioned better when stoned but I have no point of comparison as he was perpetually wasted. He even slept fried. He would wake in the middle of the night and clear a few bongs as a matter of course.

Nice guy, though. :)
 
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