Raven Crowking
First Post
Mallus said:What I did do was criticize, I mean discuss, some people's reason for preferring a crunchy, dice-based social conflict resolution system. Which boiled down to "Because it allows verbally challenged players to play charmers and leaders".
To which I responded "Then how about a crunchy dice-based system that allows tactically challenged players to play master tacticians?". (which Raven Crowking actually began sketching out)
What makes social interaction a special case?
I suspect that the players who prefer mechanical socializing are better tacticians than speakers. It's about privileging what they're good at.
And that is, frankly, what I'd like to see an answer to.
Why not roll to see if you provoke an AoO?
Why not roll to see if you attack the foe that is most advantageous?
Why not roll to see if you memorized the right spell today?
Why not roll to see if you say the right words?
Or, in other words, why is social interaction the singular part of the game in which some players fear to have any actual input based upon their (player) abilities? Why does every other aspect challenge the player as well as the character, but in this one area certain players balk at the idea that they should even face a modifier based on their input?