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General Tabletop Discussion
*TTRPGs General
Some questions about social situations in a game.
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<blockquote data-quote="Jeff Wilder" data-source="post: 1536287" data-attributes="member: 5122"><p>There are at least five ways to handle it.</p><p></p><p>(1) Base the outcome solely on roleplaying. This isn't a good solution, IMO, because it screws over those players who spent points on social skills.</p><p></p><p>(2) Base the outcome solely on the roll of the dice. This is only slightly better; although "fair," it takes the RP out of RPG.</p><p></p><p>The next three are all pretty good. I've used all three at various times, and they all work.</p><p></p><p>(3) Roll the dice to get an outcome, then work toward that outcome through roleplaying.</p><p></p><p>(4) Roleplay toward an outcome, then roll the dice, possibly granting bonuses or penalties based on the roleplaying.</p><p></p><p>(5) Divide the interaction into at least two parts. Roleplay a segment, then roll the dice and allow the dice to modify, but not determine, the outcome of the next segment.</p><p></p><p>Depending upon the pace of the game, I tend to use either (3) or (5). If I'm trying to keep the game moving, and the interaction isn't terribly important (e.g., the PC is haggling over the cost of a suit of chain mail), I'll use (2).</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 1536287, member: 5122"] There are at least five ways to handle it. (1) Base the outcome solely on roleplaying. This isn't a good solution, IMO, because it screws over those players who spent points on social skills. (2) Base the outcome solely on the roll of the dice. This is only slightly better; although "fair," it takes the RP out of RPG. The next three are all pretty good. I've used all three at various times, and they all work. (3) Roll the dice to get an outcome, then work toward that outcome through roleplaying. (4) Roleplay toward an outcome, then roll the dice, possibly granting bonuses or penalties based on the roleplaying. (5) Divide the interaction into at least two parts. Roleplay a segment, then roll the dice and allow the dice to modify, but not determine, the outcome of the next segment. Depending upon the pace of the game, I tend to use either (3) or (5). If I'm trying to keep the game moving, and the interaction isn't terribly important (e.g., the PC is haggling over the cost of a suit of chain mail), I'll use (2). [/QUOTE]
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Some questions about social situations in a game.
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