So, your answer boils down to "I am good at social interaction and bad at physical stuff, so we'll do what I'm good at". That's not a rationale for the distinction. That's a "just because" answer, with no substance.[/quotre]
Storm Raven said:
I also note that most of these types of responses reveal to me that the proponents of "role-play it out" are not actually interested in playing a character with different personal and social skills than their own....For all of their talk about how they emphasize "role-playing" in their campaigns, the actual system they use reveals their "role-playing" to be little more than "myself, in a different skin".
Jim Hague said:
As has been pointed out, and is an important point you and some other posters seem to miss - characters are not their players. This is a fundamental truth of the game.... Well, then you're missing a fundamental design principle of 3.0/3.5 - the rolls are there to remove the arbitrary nature of social interaction present in previous editions. They're there to make things fair and level all the way around the table. The GM is meant to be a fair and impartial judge.
I'll address these points together.
What both of these replies seem to sidestep is the fact that the GM is also a roleplayer at the table.
I'm not "playing myself" when I create a wizard who dislikes dwarves - I'm roleplaying a character. It's not "arbitrary" to rule that a veteran mercenary captain isn't swayed by an appeal from the adventurers on behalf of the king of the realm (without coin to back it up, that is) - it's roleplaying a character.
Please correct me if I'm wrong, but your respective responses seem to suggest that the
players can decide what their characters think and feel, but that if the GM does the same for the NPCs, it's "arbitrary" and "wish fulfillment," and that somehow this is unfair to the players. My question to you is, why do you assume that the GM is less capable of making the distinction between character motivations and personal motivations than the players are? Or are the players merely "playing themselves in a different skin" as well?
Would you be comfortable playing in a game where the
player characters are also subject to the social skills the way you think NPCs should be? Should a well-spoken vizier be able to make your characters friendly to the evil sultan by virtue of a Diplomacy check? (And before you start explaining how the rules don't work that way, yes, I know that's not the way the game is designed.)
The problem that I have with this way of thinking is that it takes my ability to roleplay interesting characters with complex motivations out of my hands as the GM, and makes the responses everyone in the world that's not a PC subject to the results of a die roll. That really removes any reason for me to create NPCs with any depth or breadth - they become nothing more than "targets" for characters with high ranks in the social skills to knock down, rather than contributing to the veracity and verisimilitude of the game-world.
It's also mind-numbingly, will-sappingly dull.
Jim Hague said:
And since we're bringing in personal experience - yes, a glib or very outgoing player can easily overshadow more timid or less experienced players at the table. Again, the skills and rolls are there to level the field for everyone....I've had players (at odds with Shaman's experiences) who're either new to roleplaying, or unsure of what to do, that make their best effort to roleplay and fall short. But they have characters with a good Bluff or Diplomacy. According to you, they should get no breaks at all - they can't roleplay, so screw 'em, right?...The rolling of skills like Bluff and Diplomacy shouldn't take the place of roleplaying, but neither should they simply be ignored because you're feeling snotty and elitist and have decided to impose your style of play onto your players whether they will or no because it's 'real roleplaying'.
First, both you and
Storm Raven chose to selectively ignore the section of my earlier post that describes how I take
character abilities into account in adjudicating social encounters rather than relying solely on the roleplaying ability of the
player.
But setting that aside for the moment, yes, I think good roleplaying should be rewarded - it's one of the ways to encourage it among all the players by presenting a positive example.
And if a "glib or very outgoing" player outshines others at the table? Well, that's life under the big top, my friend. Should I also reduce a character's BAB because the the player utilizes better combat tactics than another player, in order to "level the playing field?" It's a simple fact that some players are better at roleplaying games than others. It's also a fact that there is a learning curve that new players must surmount - I believe the GM has a responsibility to help them up the curve, and I think that dumbing-down the game is the wrong way to do that. Playing RPGs is a social experience, IMHO - if I want to play a game in which outcomes are solely determined by the abilities of the game pieces, I'll pull out my chess set.
And in the end, if a person can't hit, catch, or throw, then so much for playing baseball. Roleplaying games may not be for everyone.