billd91 said:
No, I most emphatically wouldn't agree.
And here I thought I was being so reasonable...
They won't excel quite as well, but even a shy or inarticulate person may be able to come up with a good approach to take for a social situation in game and, with well invested character development, have a good chance of pulling it off.
Same thing with the master tactician thing.
I don't understand what this means. It sounds like you're saying "Bad tacticians who come up with good tactics will succeed' and 'Bad negotiators who come up with a good strategy/approach (which is really the key to navigating social situations) will succeed".
That's party of the point of RPGs: playing something you're not.
Here's where things get tricky. Yes, RPG's let you take on the roll of something you're not. For example, D&D let's me play a wizard who casts mighty spells.
But suppose I don't cast the
right mighty spells at the
right time. My spell selection is suspect and I don't manage my magical resources well. Basically, I suck at playing a wizard.
But it's my desired intent is to play an effective, heroic wizard. The kind of guy who saves the day with his magic.
Except that I can't. At least not through my chosen actions in play.
To what extent should the rules compensate for this and allow me to take on the role of a
good D&D player? Or at least, to essentially have in-game play skills that I don't?
If we ditch that, then why are we playing anything but Pencils and Paychecks?
If we ditch player skill, what kind of game are we left with?
Full disclosure: I like presence of social skills in 3.x. I use them. Sometimes. And sometimes I turn them off and my group resolves social situations by roleplaye and consensus (basically I'm not the only 'judge' evaluating how successful the roleplaying is. If a particular bit entertains the whole table, then more likely than not it 'succeeds' and I react accordingly.)