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The need for social skills in D&D
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<blockquote data-quote="Hussar" data-source="post: 3320437" data-attributes="member: 22779"><p>There is a bit of a problem with what you are saying though Buzz. It doesn't come down to a single die roll. Or at least, it shouldn't and that's where the disconnect comes in. Every time you speak on a different topic, a new roll can be added in. Take the proverbial bluffing the guard routine.</p><p></p><p>Player: I approach the guard and greet him. (Rolls diplomacy.)</p><p>DM: Oooh, bad roll. The guard stares icily at you and puts his hand to his sword. "Begone!" he commands. or:</p><p> Not bad. The guard says, "Good day citizen. How may I help you?"</p><p>Player: "I need to see the duke. It's a matter of great importance." (rolls diplomacy)</p><p>DM: Bad Roll: "The duke cannot be disturbed. Be off with you."</p><p> Good roll: "The duke cannot be disturbed. He is not seeing anyone."</p><p> Great roll: "The duke cannot be disturbed. But, I think I saw the duchess heading towards the garden."</p><p>Player: Ok, time to bluff. "Of course he can't be disturbed. He's waiting to see me! Shall I tell him I was late because of you?" Rolls bluff.</p><p></p><p>And so on.</p><p></p><p>The biggest problem I see when we talk about social mechanics is that everyone uses one die roll and that's it. That's like running combat off of one roll. It doesn't work like that. Granted, diplomacy doesn't allow rerolls, but, that's for trying to diplomacy one thing. If you change topics, give different information, whatever, then you should be rerolling diplomacy to see how this new tactic fares.</p><p></p><p>So, we get the best of both worlds. The players still get to stretch their inner thespian if they wish, but, they are not held hostage to the DM for not acting up to his or her standards.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3320437, member: 22779"] There is a bit of a problem with what you are saying though Buzz. It doesn't come down to a single die roll. Or at least, it shouldn't and that's where the disconnect comes in. Every time you speak on a different topic, a new roll can be added in. Take the proverbial bluffing the guard routine. Player: I approach the guard and greet him. (Rolls diplomacy.) DM: Oooh, bad roll. The guard stares icily at you and puts his hand to his sword. "Begone!" he commands. or: Not bad. The guard says, "Good day citizen. How may I help you?" Player: "I need to see the duke. It's a matter of great importance." (rolls diplomacy) DM: Bad Roll: "The duke cannot be disturbed. Be off with you." Good roll: "The duke cannot be disturbed. He is not seeing anyone." Great roll: "The duke cannot be disturbed. But, I think I saw the duchess heading towards the garden." Player: Ok, time to bluff. "Of course he can't be disturbed. He's waiting to see me! Shall I tell him I was late because of you?" Rolls bluff. And so on. The biggest problem I see when we talk about social mechanics is that everyone uses one die roll and that's it. That's like running combat off of one roll. It doesn't work like that. Granted, diplomacy doesn't allow rerolls, but, that's for trying to diplomacy one thing. If you change topics, give different information, whatever, then you should be rerolling diplomacy to see how this new tactic fares. So, we get the best of both worlds. The players still get to stretch their inner thespian if they wish, but, they are not held hostage to the DM for not acting up to his or her standards. [/QUOTE]
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