Voadam
Legend
billd91 said:Pretty much. The amount of tactical work that goes into combat in D&D rules is miniscule compared to what would be involved in real life. You move to a position that has certain (dis-)advantages, pick the feats and gear in play that have certain (dis-)advantages, and resolve with a die roll. And that's it. It's pretty abstract compared to reality. We don't expect them to choose their specific aiming point, the angle their blade swings, the speed at which it moves, the series of attacks on the left lower quadrant that will draw the defender's defenses lower to enable you to strike high and to the right, and so on.
A similar process can be accomplished with social skills and should be supported by the rules. Your position in this debate seems to say that the social skill using player should be accountable for all of those sorts of minutae.
A roll based task resolution could be more or less specific for anounced actions and factors considered. This can be true for combat or social resolution.
However in dice less you don't anounce your actions in minute detail, you just do them.
"I feint to the left then spin around to get momentum with my sword as I swing to attack from the right at a slight angle coming down from above." can be modeled using a more specifically detailed combat resolution mechanics. In a foam sword LARP you just swing and do it.
"I tell him a joke to break the ice and try to get a feel for how he's reacting then move into the negotiations. I keep a friendly demeanor, my arms are not crossed so my body language is open, I maintain eye contact and smile, being sure to show my teeth and if we laugh I join in heartily." could be modelled with detailed dice resolution mechanics too. Diceless the player just talks.
What actions are done by dice mechanics are a play style choice.
Using dice mechanics to resolve social interactions accomplishes different ends than allowing face to face interactions happen without using dice mechanic resolutions.