Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Some players shouldn't play certain PC types
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wolfwood2" data-source="post: 3560855" data-attributes="member: 39394"><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>X's PC approaches a guard.</p><p></p><p>X: Can we speak to your boss.</p><p></p><p>DM: The guard says no, he's not taking visitors right now.</p><p></p><p>X: Okay. My PC turns around and goes away. Sorry guys, we can't get in.</p><p></p><p>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!</p><p></p><p>X: Oh yeah! Okay, my PC goes up to the gate guard and says- (starts thinking)</p><p></p><p>(thirty seconds pass)</p><p></p><p>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!</p><p></p><p>X: Oh, uh, I say that we really need to see the boss and it's very important.</p><p></p><p>DM: Make a Diplomacy roll.</p><p></p><p>X: (rolls, easily makes it)</p><p></p><p>DM: Okay, the guard is moved by your plea and lets you in.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Wolfwood2, post: 3560855, member: 39394"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Some players shouldn't play certain PC types
Top