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<blockquote data-quote="Rev. Jesse" data-source="post: 2679855" data-attributes="member: 27673"><p>A good strategy game example might be Warhammer or Mechwarrior.</p><p></p><p>I don't have a huge problem w/ people using the bluff rules for the most part. For one thing, it can help newbies play a character with a dynamic personality w/o knowing exactly how to roleplay (but you have to teach them at the same time!). It also is helpful for high level characters to identify their powers of persuasion. A 15th level bard should be able to sell ice to an eskimo, after all. Just don't use those rolls as a subsitute for role-playing.</p><p></p><p>As a DM, you can help to prevent using social skills in place of role-playing by making your players role-play out the action. If they can't describe what they are doing, even to a little extent, then the character won't do it. Then, give bonuses to the social for good role-playing. This will both make the players role-play and rapidly encourage good role-playing.</p><p></p><p>-Jesse</p></blockquote><p></p>
[QUOTE="Rev. Jesse, post: 2679855, member: 27673"] A good strategy game example might be Warhammer or Mechwarrior. I don't have a huge problem w/ people using the bluff rules for the most part. For one thing, it can help newbies play a character with a dynamic personality w/o knowing exactly how to roleplay (but you have to teach them at the same time!). It also is helpful for high level characters to identify their powers of persuasion. A 15th level bard should be able to sell ice to an eskimo, after all. Just don't use those rolls as a subsitute for role-playing. As a DM, you can help to prevent using social skills in place of role-playing by making your players role-play out the action. If they can't describe what they are doing, even to a little extent, then the character won't do it. Then, give bonuses to the social for good role-playing. This will both make the players role-play and rapidly encourage good role-playing. -Jesse [/QUOTE]
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