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*TTRPGs General
Some players shouldn't play certain PC types
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<blockquote data-quote="delericho" data-source="post: 3562485" data-attributes="member: 22424"><p>In this case, it's an issue for the DM to deal with. Rather than require the player to track naunces of the conversations, to decide what specific questions to ask, and so on and so forth, the DM should allow the player to decide what he wants to achieve, and then roll.</p><p></p><p>I don't mean the player should say "I'll ask the bartender about the killings," but rather "I ask around about the killings." The DM can still have his fun with funny voices and the rest, by describing the specifics of the interaction himself, and the player will have the opportunity to pick up on things that have been missed, of course.</p><p></p><p>And, in fact, if the DM does it right, the player should be gradually drawn into the interactions naturally as time passes, and he becomes more aware of who to approach for information, what questions to ask, and so on.</p><p></p><p>A really smart DM will gradually provide the character with a recurring set of contacts, each with distinct personality and mannerisms, and each with a particular area of expertise. In time, when the PC needs information on the underworld, then, he'll not just 'ask around' but will go directly to "that guy who works for The Velvet Glove".</p><p></p><p>(The only other option I see is to bluntly tell the player to switch character. Is that, and the resultant issues, really what is wanted?)</p><p></p><p></p><p></p><p>Until you find yourself the sole person in the group to have invested in any social skills for his character, and find that the DM allows the rest of the PCs with their 6 Cha and 0 ranks in Diplomacy, Intimidate, Gather Information etc. to roleplay their way into and out of any and all situations with just as much facility as your 18 Cha Bard with maxed skills.</p><p></p><p>But, provided the group keep the PC stats in mind when guiding these sorts of interactions then it is entirely reasonable.</p><p></p><p>(I also think, BTW, that a player who is not socially adept should still be able to play a socially adept character by describing what he wants to achieve and then rolling the dice, without having to worry about the specifics of wording.)</p></blockquote><p></p>
[QUOTE="delericho, post: 3562485, member: 22424"] In this case, it's an issue for the DM to deal with. Rather than require the player to track naunces of the conversations, to decide what specific questions to ask, and so on and so forth, the DM should allow the player to decide what he wants to achieve, and then roll. I don't mean the player should say "I'll ask the bartender about the killings," but rather "I ask around about the killings." The DM can still have his fun with funny voices and the rest, by describing the specifics of the interaction himself, and the player will have the opportunity to pick up on things that have been missed, of course. And, in fact, if the DM does it right, the player should be gradually drawn into the interactions naturally as time passes, and he becomes more aware of who to approach for information, what questions to ask, and so on. A really smart DM will gradually provide the character with a recurring set of contacts, each with distinct personality and mannerisms, and each with a particular area of expertise. In time, when the PC needs information on the underworld, then, he'll not just 'ask around' but will go directly to "that guy who works for The Velvet Glove". (The only other option I see is to bluntly tell the player to switch character. Is that, and the resultant issues, really what is wanted?) Until you find yourself the sole person in the group to have invested in any social skills for his character, and find that the DM allows the rest of the PCs with their 6 Cha and 0 ranks in Diplomacy, Intimidate, Gather Information etc. to roleplay their way into and out of any and all situations with just as much facility as your 18 Cha Bard with maxed skills. But, provided the group keep the PC stats in mind when guiding these sorts of interactions then it is entirely reasonable. (I also think, BTW, that a player who is not socially adept should still be able to play a socially adept character by describing what he wants to achieve and then rolling the dice, without having to worry about the specifics of wording.) [/QUOTE]
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