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The need for social skills in D&D
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<blockquote data-quote="Voadam" data-source="post: 3309829" data-attributes="member: 2209"><p>Don't be silly. Everything in the world outside of the players is ultimately up to my whim. The player portion of the interaction is not up to my whim and the point of interactions for me is that there is an interaction, not a yes/no success/failure.</p><p></p><p>Traps, I prefer to be very descriptive and do as much narratively as I can. This has meant players interacting more and the traps being more than just target DCs but something that came alive more in the game. I do use mechanics here a bunch though, especially when module descriptions are vague or the traps are magical or I'm not sure how it could be disarmed or heavily described.</p><p></p><p>Riding a horse? I don't make characters do skill rolls for simple things like riding a horse when they travel. If I feel I don't need a skill roll to adjudicate a situation I just adjudicate it.</p><p></p><p></p><p></p><p>The player can roleplay the character and talk first person and the player can do the character's interaction. Since this is not a LARP the only physical thing a player can actually do as his character is talk and do social interactions. D&D Combat is an abstraction of a physical interaction that the player can not physically do for his character.</p><p></p><p>First person roleplaying is different from second person roleplaying. Social interactions can be done in first or second or third person style. It is a choice to be made based on preferred play style.</p><p></p><p>I like first person talking in character interactions. Therefore it is bad to use dice mechanics to interrupt or replace that aspect of the game. It is not bad for stabbing because the DM and player can't physically interact as the interacting characters. Even in combat though there is a play style choice that could be made for the DM to use dice mechanics or go narrative. I don't know any DM who does out every dice roll when a party is part of a war scene involving thousands of combatants. Narrative description by the DM to resolve some actions can be fine even for combat.</p><p></p><p>And you must sit back even when using dice and let your DM tell you everything that happens. All you can do is say what you try and what your modifiers and rolls are. The DM will tell you the results of your attempted actions whether he is doing it by whim or by dice. Even when you have target DCs and such before hand you must wait for the DM to tell you the result.</p><p></p><p>Player "I hit for 15 damage." </p><p></p><p>DM "It drops." or "It seems barely scratched" or "Your blow seems entirely absorbed by the fiend's otherplanar essence [DR]"</p><p></p><p></p><p></p><p></p><p>The difference is that a power tripping DM must say the character came close but failed? While a narrative one can say whatever he wants to about the effort?</p></blockquote><p></p>
[QUOTE="Voadam, post: 3309829, member: 2209"] Don't be silly. Everything in the world outside of the players is ultimately up to my whim. The player portion of the interaction is not up to my whim and the point of interactions for me is that there is an interaction, not a yes/no success/failure. Traps, I prefer to be very descriptive and do as much narratively as I can. This has meant players interacting more and the traps being more than just target DCs but something that came alive more in the game. I do use mechanics here a bunch though, especially when module descriptions are vague or the traps are magical or I'm not sure how it could be disarmed or heavily described. Riding a horse? I don't make characters do skill rolls for simple things like riding a horse when they travel. If I feel I don't need a skill roll to adjudicate a situation I just adjudicate it. The player can roleplay the character and talk first person and the player can do the character's interaction. Since this is not a LARP the only physical thing a player can actually do as his character is talk and do social interactions. D&D Combat is an abstraction of a physical interaction that the player can not physically do for his character. First person roleplaying is different from second person roleplaying. Social interactions can be done in first or second or third person style. It is a choice to be made based on preferred play style. I like first person talking in character interactions. Therefore it is bad to use dice mechanics to interrupt or replace that aspect of the game. It is not bad for stabbing because the DM and player can't physically interact as the interacting characters. Even in combat though there is a play style choice that could be made for the DM to use dice mechanics or go narrative. I don't know any DM who does out every dice roll when a party is part of a war scene involving thousands of combatants. Narrative description by the DM to resolve some actions can be fine even for combat. And you must sit back even when using dice and let your DM tell you everything that happens. All you can do is say what you try and what your modifiers and rolls are. The DM will tell you the results of your attempted actions whether he is doing it by whim or by dice. Even when you have target DCs and such before hand you must wait for the DM to tell you the result. Player "I hit for 15 damage." DM "It drops." or "It seems barely scratched" or "Your blow seems entirely absorbed by the fiend's otherplanar essence [DR]" The difference is that a power tripping DM must say the character came close but failed? While a narrative one can say whatever he wants to about the effort? [/QUOTE]
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