replicant2
First Post
I've seen it espoused, time and time again on this board and others: People who disregard "social" skills such as diplomacy, sense motive, intimidate, in some cases even gather information. Their reasoning is typically as follows: Why should I let a player roll to resolve an action that should be addressed by good role-playing?
Hogwash.
Let's face it, not all players are created equal. I've seen my share of shy players during games. I've seen games where amateur actors dominate the role-playing, causing others who don't possess the same thespian ability to fade into the background. Other people just have different playing styles: They love the tactical side of D&D, but don't feel the need to get into character.
Should these types of players be prevented from playing bards, or information-gathering rogues? Should they be prevented from playing fighters who can inspire a group of townspeople to defend their town from invading orcs? Of course not. But DMs who handwaive away skills such as diplomacy or intimiate do just that.
Put another way: Why don't DMs who prefer to resolve diplomacy through role-play do the same for other skills? The player who has an uber-powerful fighter doesn't have to describe the feint and series of crafty parries and counterthrusts that result in a critical strike; the rogue who disarms a highly complex trap can do so with a die-roll, not by a player who thinks like McGyver and can describe how a complex spring mechanism works.
Now, I'm not espousing the elimination of good role-play. Being in character is what separates D&D from other board games. Encourage role-play, but in the end, let the dice decide. If you want to tack on a modifier for a great speech by the player, feel free. But don't penalize the shy player.
Anyways, just some food for thought.
Hogwash.
Let's face it, not all players are created equal. I've seen my share of shy players during games. I've seen games where amateur actors dominate the role-playing, causing others who don't possess the same thespian ability to fade into the background. Other people just have different playing styles: They love the tactical side of D&D, but don't feel the need to get into character.
Should these types of players be prevented from playing bards, or information-gathering rogues? Should they be prevented from playing fighters who can inspire a group of townspeople to defend their town from invading orcs? Of course not. But DMs who handwaive away skills such as diplomacy or intimiate do just that.
Put another way: Why don't DMs who prefer to resolve diplomacy through role-play do the same for other skills? The player who has an uber-powerful fighter doesn't have to describe the feint and series of crafty parries and counterthrusts that result in a critical strike; the rogue who disarms a highly complex trap can do so with a die-roll, not by a player who thinks like McGyver and can describe how a complex spring mechanism works.
Now, I'm not espousing the elimination of good role-play. Being in character is what separates D&D from other board games. Encourage role-play, but in the end, let the dice decide. If you want to tack on a modifier for a great speech by the player, feel free. But don't penalize the shy player.
Anyways, just some food for thought.