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<blockquote data-quote="Mishihari Lord" data-source="post: 2681827" data-attributes="member: 128"><p>I've heard that before and I think it's a cop out. If you just want to roleplay you don't need any rules at all. You can do improvosational acting or soemthing like that. If you make a game out of roleplaying, the roleplaying has to affect something.</p><p></p><p></p><p></p><p>This is starting to sound like a granularity issue - meaning the number and nature of decisions and rolls used to resolve a situation. The social interaction rules don't support complex decision making. If you're in physical combat you have dozens of options and many chances to make decisions. In social interaction you have very few options and often just one decision. If you ran combat this way each player would make a single decision and a single roll per combat, and would conquer or die based on the result. Boring. I prefer grainy interaction if the encounter is of any importance. One way to do this is to use the DM's judgement. If you have a DM who's any good at all and players who are willing to trust him this works very well. Alternately, you could use more sophisticated social rules, but D&D doesn't have them, and they're very difficult to design well. </p><p></p><p></p><p></p><p>As I said, I like to roleplay encounters of any importance. If a player refuses to support <em>my</em> fun by not doing so, he will be penalized by not being invited back to my table. </p><p></p><p>I like the idea of a mod to your roll based on the player's performance. It allows both the character's proficiency and the player's roleplaying to have an effect. YMDD obviously.</p><p></p><p></p><p></p><p>Nice to know we agree on <em>something.</em> </p><p></p><p></p><p></p><p>The latter. When people say "roleplaying" they mean one of several different things. We're not going to get a consensus on what "roleplaying" is anytime soon, because then somebody would have to admit that they're not a "real roleplayer" because they don't fit the accepted definition. As long as people understand that it means different thing to different people they can usually muddle through these conversations.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 2681827, member: 128"] I've heard that before and I think it's a cop out. If you just want to roleplay you don't need any rules at all. You can do improvosational acting or soemthing like that. If you make a game out of roleplaying, the roleplaying has to affect something. This is starting to sound like a granularity issue - meaning the number and nature of decisions and rolls used to resolve a situation. The social interaction rules don't support complex decision making. If you're in physical combat you have dozens of options and many chances to make decisions. In social interaction you have very few options and often just one decision. If you ran combat this way each player would make a single decision and a single roll per combat, and would conquer or die based on the result. Boring. I prefer grainy interaction if the encounter is of any importance. One way to do this is to use the DM's judgement. If you have a DM who's any good at all and players who are willing to trust him this works very well. Alternately, you could use more sophisticated social rules, but D&D doesn't have them, and they're very difficult to design well. As I said, I like to roleplay encounters of any importance. If a player refuses to support [I]my[/I] fun by not doing so, he will be penalized by not being invited back to my table. I like the idea of a mod to your roll based on the player's performance. It allows both the character's proficiency and the player's roleplaying to have an effect. YMDD obviously. Nice to know we agree on [I]something.[/I] The latter. When people say "roleplaying" they mean one of several different things. We're not going to get a consensus on what "roleplaying" is anytime soon, because then somebody would have to admit that they're not a "real roleplayer" because they don't fit the accepted definition. As long as people understand that it means different thing to different people they can usually muddle through these conversations. [/QUOTE]
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