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The need for social skills in D&D
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<blockquote data-quote="Mallus" data-source="post: 3309633" data-attributes="member: 3887"><p>I'm with you so far...</p><p></p><p></p><p>The way I read the rules, a players RP'ing would constitute a circumstance bonus, which is +2/-2. right?. That's not much when you consider how easy it is to get a skill like Diplomacy into teens (and probably even low twenties). </p><p></p><p>Now you could use larger bonuses, in order to make RP'ing more signifigant, but in doing so you're drifting back into 'mother-may-I" territory, where the DM essentially decides the outcome, albeit with a <em>little</em> randomness thrown in. </p><p></p><p></p><p>I think describing a combat maneuver is categorically different from roleplaying out social encounters. The one is just as you say, flavor. The other is a form of problem solving. It's more akin to combat strategy, not an individual blow. It's a place where the <em>player</em> is challenged and demonstrates their ability at the game. </p><p></p><p>It's nice to roll high, but its nicer to solve a problem through your own cleverness and planning. That's my point in a nutshell.</p><p></p><p>I guess the ideal would be a game that allows different players to succeed on their own terms. Where sometimes the fast-talkers prevail solely on the strength of their fast-talk, and other times, shy stammers get to move nations with their (entirely simulated) words.</p></blockquote><p></p>
[QUOTE="Mallus, post: 3309633, member: 3887"] I'm with you so far... The way I read the rules, a players RP'ing would constitute a circumstance bonus, which is +2/-2. right?. That's not much when you consider how easy it is to get a skill like Diplomacy into teens (and probably even low twenties). Now you could use larger bonuses, in order to make RP'ing more signifigant, but in doing so you're drifting back into 'mother-may-I" territory, where the DM essentially decides the outcome, albeit with a [i]little[/i] randomness thrown in. I think describing a combat maneuver is categorically different from roleplaying out social encounters. The one is just as you say, flavor. The other is a form of problem solving. It's more akin to combat strategy, not an individual blow. It's a place where the [i]player[/i] is challenged and demonstrates their ability at the game. It's nice to roll high, but its nicer to solve a problem through your own cleverness and planning. That's my point in a nutshell. I guess the ideal would be a game that allows different players to succeed on their own terms. Where sometimes the fast-talkers prevail solely on the strength of their fast-talk, and other times, shy stammers get to move nations with their (entirely simulated) words. [/QUOTE]
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