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General Tabletop Discussion
*Dungeons & Dragons
The Crab Bucket Fallacy
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<blockquote data-quote="Minigiant" data-source="post: 9138640" data-attributes="member: 63508"><p>My point from the very beginning is that the rules that are given in the player handbook and the dungeon Master guide are so simple and with so little margin that none of what you said actually matters. Because there is no general actual play description. </p><p></p><p>Fifth edition actually ran away from telling people how to actually run social encounters.</p><p></p><p>Because of that a DM allowing one person with the highest charisma modifier to do all the talking is not wrong because the books don't tell him he's wrong The game doesn't discourage it either.</p><p></p><p>Some tables ignore stats for social encounters completely.</p><p></p><p>Some tables do a mix of both. whatever is more fun at the time.</p><p></p><p>Some tables use social skill challenges from 4e.</p><p></p><p>You really can't have a game what you have <em>some</em> social accounters<em> a lot of </em>social encounters <em>no</em> social encounters <em>roll</em> for social encounters <em>don't</em> <em>roll for</em> social encounters <em>sometimes roll </em>for social encounters.</p><p></p><p>Then have <strong>barely any guidance on it , no variant rules, </strong>and rely on the DMs to be experienced from previous years</p><p></p><p>Then build a core system that is heavily spewed to one kind of play over another <strong>and then not tell anybody that.</strong></p><p><strong></strong></p><p><strong>then do it again for exploration.</strong></p></blockquote><p></p>
[QUOTE="Minigiant, post: 9138640, member: 63508"] My point from the very beginning is that the rules that are given in the player handbook and the dungeon Master guide are so simple and with so little margin that none of what you said actually matters. Because there is no general actual play description. Fifth edition actually ran away from telling people how to actually run social encounters. Because of that a DM allowing one person with the highest charisma modifier to do all the talking is not wrong because the books don't tell him he's wrong The game doesn't discourage it either. Some tables ignore stats for social encounters completely. Some tables do a mix of both. whatever is more fun at the time. Some tables use social skill challenges from 4e. You really can't have a game what you have [I]some[/I] social accounters[I] a lot of [/I]social encounters [I]no[/I] social encounters [I]roll[/I] for social encounters [I]don't[/I] [I]roll for[/I] social encounters [I]sometimes roll [/I]for social encounters. Then have [B]barely any guidance on it , no variant rules, [/B]and rely on the DMs to be experienced from previous years Then build a core system that is heavily spewed to one kind of play over another [B]and then not tell anybody that. then do it again for exploration.[/B] [/QUOTE]
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