Taking a skill/feat/ability, but refusing to use it. Repeatedly.

Quasqueton

First Post
The Player I'm about to use as an example no longer plays in my game. So I'm not asking for advice or anything like that. Also to note: the way I handle Diplomacy in my game is to have the Player either speak as their character, or explain what they want their character to say, then roll the dice to see how well the PC speaks the words.

One of my former Players always had her PCs take ranks in Diplomacy.

Her first character was an elven ranger/rogue with a dark personality. I was surprised after a few game sessions to notice on her character sheet that she had ranks in Diplomacy. This character was a dark, loner type, who really had no reason to travel with the party. The skill just didn't seem to make sense for the character. But I said nothing to the Player about it.

Her second character (after the first left the group) was another elf ranger/rogue, but less dark. This character also had ranks in Diplomacy. This character was, admittedly, the same character but with a lighter personality and a reason to go with the party.

Her third character (after the second died in a near TPK) was a human bard/fighter. This character of course had maxed out Diplomacy. This character was made party leader (by the Players/PCs, not me, and agreed to by the bard Player) because he was the only one with a positive Charisma score. But all "leading" was done at the prompting of other Players/PCs.

Her fourth character (after the third was grappled to death by a grell) was a human monk. This character also had max ranks in Diplomacy.

Her fifth character (after the fourth exited because the Player didn't like it) was a elf bard/fighter. This character again had max ranks in Diplomacy.

But here is the weird thing: she (the Player) *never* tried Diplomacy. The only times her characters ever attempted any Diplomacy with NPCs is when the rest of the party nudged her, strongly, in that direction. She actually refused to be the face person in more than one situation. The Player was not an outgoing personality. She is rather reserved, especially compared to her boyfriend who is perhaps the most outspoken (in a good way) of the group.

There were many times when some other PC (with no Charisma or social skills) stepped up to the NPCs and did the talking (usually with little good effect) because the Diplomat wouldn't do it on her own. Many times the group prompted and hinted to get her to make talky with the NPCs, but she was resistant.

When I saw the fifth character, I asked her directly, in an e-mail, why she took Diplomacy but never wanted to use it. I mean, if you don't want to use the skill, why not put the ranks in something you do want to use occasionally? Unfortunately, she got very defensive, and thought I was suggesting she change the character (the whole character, not just change the skill) because I didn't want her to have the skill.

She implied that she didn't often get a chance to use the skill, not that she didn't want to use the skill -- despite the fact that I called for Diplomacy checks *many* times throughout the campaign. I was rather stunned by her attitude on this. I don't know how she thought there was no opportunity for diplomacy. Hell, every PC in the game made a Diplomacy roll at least once, and often a few times, throughout the campaign -- even those with 8 Charisma and no social skills. The PC fighter took 3 or 4 ranks in Diplomacy specifically because she was seeing how important the skill was (and had bonus skill points from Intelligence).

The party badly needed a diplomat. Out of 6 PCs, Charismas were: 8, 8, 10, 10, 10, and 15 for the latest bard. The 10 Charisma fighter had 3 or 4 ranks in Diplomacy, and without the bard, she was the one who did the group talking.

But not only did she not want to use any diplomacy in situations that she could use it, she actually was very antagonistic and insulting to some NPCs. In one important game session, the party was confronted by an enemy high mage (leader of a group in violent opposition to the PC party) in a truce-like encounter. The mage wanted to parley. But this Player would not take the role as diplomat for the group. And when the others in the group tried feebly to negotiate with the mage (remember, low Charismas and little to no social skills), this Player was abrassive and insulting to the mage. The PC actually left the scene of the parley in a huff.

The look on the other Players' faces showed they were stunned and exasperated. It became painfully clear to everyone at the game table that they could not rely on this Player for diplomacy. And everyone became fine with that concept. No one wanted to force the Player into a role she didn't want, but everyone was confused because the Player willingly put [max] ranks in the Diplomacy skill.

It was just very, very strange to see a Player put full ranks into a skill, for 5 different characters, and then fight so hard against using that skill. Like a character with Hide and Move Silently, but refusing to sneak, ever. And even intentionally *making* noise to prevent others from sneaking. Wow. Very odd.

Have you ever seen anything like this? I've heard of a Player who always created mage characters, but then was always wanting to charge the front line in melee combat.

Quasqueton
 
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It seems like a case of the player creating a PC that is how she would like to be, rather than what she wants to play. She's shy, and reserved, and doesn't like to be put on the spot - so she creates a character who has skills that imply the opposite. However, when it comes right down to it, the player has to like those aspects of the game in order to use the skills effectively. I'm not sure I have an actual solution to the issue - and I'm not sure I see it as being a terribly big deal, either.
 

it is no worse than hinting at a build for months in the campaign (real time) and months (in game).

and then the DM saying you can't do that.


sometimes even direct words don't work.
 

Oh yeah. I've run into that. A good friend of mine did that a lot. Rogues who wouldn't rogue. Leaders who wouldn't lead. Fighters who woudn't fight. Clerics who wouldn't cast during combat (or participate at all). Drove me darn crazy, and eventually I just didn't invite him to any more games.

Here's what my conclusion was. The character was out of his grasp, but he wanted to try it. A lightly armored rogue/fighter who outwits her opponents is a neat idea. He would have liked to live up to that idea, but he couldn't. He didn't move fast enough on his feet. Likewise, all his talk of "Role Playing" and "Staying in Character" and "Character Interaction" and "Character Evolution" were all things he WANTED to do, but couldn't.

I suspect the same of your diplomat. They wanted the skill, because they liked the idea of being a diplomat. But they weren't ready to be a diplomat yet. So, when you called them on it, they got all defensive because they were trying, and just really sucked at it.

I went through the same thing with that friend. Especially when he came up with the defense that he never did any of those things because there weren't opportunities. In actuality he was dodging every chance he got.

I think it's kind of like that first time I got up on stage and just forgot all of my lines and stood there like a moron. Just wasn't ready.
 

Quasqueton said:
When I saw the fifth character, I asked her directly, in an e-mail, why she took Diplomacy but never wanted to use it. [...] Unfortunately, she got very defensive, and thought I was suggesting she change the character (the whole character, not just change the skill) because I didn't want her to have the skill.

That's why girls shouldn't be allowed in role-playing games.

But seriously, players will develop myopia at the weirdest times. In my D20 Modern game, the PCs traveled to the far future in the second episode, where they found scads of futuristic items from D20 Future: a personal deflector (+4 to defense vs. ranged), an aquaconverter (eternal re-breather), BIOCORT (injection doubles healing over one day), and a grappler tag, to name a few. Futuristic grenade launchers and weapons too.

SEVEN EPISODES LATER and I'm still trying to get them to distribute and use the items. I mean, have you ever seen a D&D party refuse to distribute magic items? Even warning them that I develop foes based on the advantages the PCs have...and if they don't use them I can't be held responsible for bloodshed.

Nothing doing.
 

I respond ruthlessly to weak play, my players know this. If you have a power then I may build an encounter around it - if you neglect to use then you dip out but seldom with disastrous effects. That said I have had enemies escape due to both the ranger and druid refusing to remember to track.

By the second time the other players start to build pressure on the character to use their ability but I just let things carry on unless there is disruptive play. Why worry? Eventually the issue is overcome or some character gets lynched/booted. Darwins theory in action.
 


Tom Cashel said:
That's why girls shouldn't be allowed in role-playing games.

But seriously, players will develop myopia at the weirdest times. In my D20 Modern game, the PCs traveled to the far future in the second episode, where they found scads of futuristic items from D20 Future: a personal deflector (+4 to defense vs. ranged), an aquaconverter (eternal re-breather), BIOCORT (injection doubles healing over one day), and a grappler tag, to name a few. Futuristic grenade launchers and weapons too.

SEVEN EPISODES LATER and I'm still trying to get them to distribute and use the items. I mean, have you ever seen a D&D party refuse to distribute magic items? Even warning them that I develop foes based on the advantages the PCs have...and if they don't use them I can't be held responsible for bloodshed.

Nothing doing.
You know how Gandalf told Frodo "some that live deserve death, some that die deserve life" . . . ? These PCs deserve death.
 


Tom Cashel said:
That's why girls shouldn't be allowed in role-playing games.

SNIP

SEVEN EPISODES LATER and I'm still trying to get them to distribute and use the items. I mean, have you ever seen a D&D party refuse to distribute magic items? Even warning them that I develop foes based on the advantages the PCs have...and if they don't use them I can't be held responsible for bloodshed.

Nothing doing.

Gentlegamer said:
You know how Gandalf told Frodo "some that live deserve death, some that die deserve life" . . . ? These PCs deserve death.

most D&D parties know and trust the GM when it comes to magic items -- they have a certain amount of OOC confidence that what they are getting usefull kit. Tech items OTOH are and unknown and are often treated accordingly -- Its rather the way players in old editions might treat an artifact -- as a possibly dubious hose job in the offing

Also to both you guys and no offense here but this is a great way to PO your players -- you should build encounters based on what your players USE not on what you give them. If you don't do this you may find your players leaving -- You might be able to get away with this if you are the only DM but goo help you if your group is like mine (7 members 5 od which GM) cause they will boot you ASAP

I made this mistake and while your groups mileage may very I got all kind of hell for designing encounters that way. The lessons of Gary Jackson and B.A. Felton aside you are not the adversary of the players
 
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