Mallus said:
Of course they are. The character is a subset of the player. If it isn't the players real-life abilities influencing the character then what does? Magic? Faeries? A pink laser from space?
The character is only not the player to the extent the player chooses. Creating a persona is part of the fun, but let's be honest, exactly who gets excited when you role a natural 20? Not Trogdor the Plagiarized, because he doesn't really exist. Who feels a sense of accomplishment when their clever spell use prevents a TPK? It ain't Wizbag of the Pointy Hat...
You see, the players' real-life abilities should never be the sole influence on his or her character. It's incredibly limiting to think my character is only a pale reflection of me, the player. I'd rather use my
imagination and transcend my own personal limits. This is the elemental piece you don't seem able to grasp--when I play a character, I want to play someone larger than myself, larger than life, with abilities far greater than my own. Why should my character be limited by what I, the player, can perform?
I didn't call a particular playstyle wrong.
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.
Why shouldn't players who favor role-playing over combat have a mechanic to reflect that? The reason I'm in favor of some form of social skill mechanic is that mechanics and skills, modified by attributes like intelligence and charisma, allow a player who chooses to play a diplomatic bard, peace-spreading cleric, or inspirational, henchman-leading fighter the opportunity to do so.
Skills and rolls provide the mechanics to back it up, just like a wizard has spells and a fighter a high BAB.
If you remove the die roll, you effectively remove the PC's motivation for ever playing a character like those I've described above. Sure, he can play them and role-play them to the hilt, but by adjudicating everything by DM fiat, as you've espoused, he is on the exact same playing field as the combat-built barbarian, who can also role-play every encounter as a suave sophisticate should he choose. Does that strike you as fair? Why should a player ever put points into diplomacy, or intimidate? They become wasted skills, by that line of reasoning, and the player would be best served taking tumble or spot.
I'd argue many people are being a little disingenuous (not that there's anything wrong with that)... since they're playing D&D, a game with little mechanical support for deep immersion roleplaying and a whole lot for problem-solving with a greatsword.
Again, this strikes me as a reach. I'm quite sure there are better systems for role-play out there, but D&D always has been and always will be the 800-lb. gorilla of role-playing games. I think it's safe to assume it's the gateway game of 99% of the role-players out there, many of which cannot find a group of gamers outside of D&D.
I think getting people to agree on a fair size for that modifier is going to be hard.
Why should it be? Make it clear that you are allowing a +5/-5 modifier check for good/unconvincing role play. Take it to a vote.
I enjoy succeeding or failing on the merits of what I do in play. Some kind of Yahtzee-based improv... not so much.
So you accept that, despite brilliant tactics and positioning, your fighter can still miss on 10 consecutive die rolls in a combat, yet you won't accept a dice roll determining a role-played social encounter. I don't get it. Every aspect of the game should include a margin of luck, despite the skill of the character (or player) involved.