milotha
First Post
takyris said:So, um, consider me dense. Are you agreeing with me or disagreeing with me? I completely agree with you that it should be a middle ground, but I think we might disagree on what exactly constitutes a middle ground. I don't think many people would try to argue that you should get to hit the monster in combat without rolling for it just because you described your attack really well, but there seems to be some feeling that, in important areas, this is okay with interpersonal skills.
Note: I don't force diplomacy rolls every time someone opens their mouth. That's not what the skill is for. The skill is specifically for attempting to influence the attitudes of others towards you just by personality. If you save the life of the king's daughter, you don't need to make a skill check to improve his attitude toward you. Or, heck, you can, and if you can get better than 3, it improves. If you have hard evidence of an assassination plot, you don't need to roll Diplomacy to prove it when you show your evidence to the law -- or again, you roll it with a "don't roll a 1", unless the guy you're showing it to is already inclined to mistrust you. Interpersonal skills can easily be misused.
The main reason I'm continuing this is that I sense something disturbing in what you're saying. I'm not saying that it's wrong, but it's different from what I do, and I want to explore it. Your attitude, grossly oversimplified in this example, seems to be:
- I act out the situation, and then I hope that the dice don't mess up my roleplaying.
I prefer the other method: I roll the dice first, and then I roleplay the result. Just like I'd change my flavor-text if I described an attack and then rolled a "1", I consider "describing the way in which I botch something" to be an incredibly important aspect of roleplaying. In my philosophy, if roleplaying only means "describing how I succeed", then that's not really roleplaying. You are playing the role of somebody, and sometimes that somebody screws up a check or roll, and, for anyone who believes roleplaying to be important, faithfully characterizing the flavor of a really bad roll is just as important as faithfully charactering what this character's version of a natural 20 looks like.
By the same token, if a player complains to me that his Fighter can't be the dashing swashbuckler that he visualized because I won't let him fudge skill checks in order to do acrobatic stuff in combat, then my response is that the player did a bad job of translating his character concept into a D&D character class. I'd rather revamp his character as a Fighter/Rogue, a swashbuckling Fighter variant from UA, or even just a fighter with a lower Strength, a Higher Dex and Int, and more skills, some of them cross-class. After all, I wouldn't fudge the rules to let his fighter character throw blasts of fire from his hands, even if it was an integral part of his character concept. I'd suggest that he take a couple of sorcerer levels.
What are your feelings about this?
I think we disagree on the method, and perhaps this boils down to the fact that I've played a lot of 1e and 2e. In these systems, without the social skills rules, we would just sit down and role play out the situations. I guess I gamed with a bunch of really talented gamers. No one ever really had a problem with this approach. We all pretty much had strong character backgrounds, good character concepts and a good grasp of how our characters would handle the situation. This added the role playing side to D&D for me. Not only that, but it was a blast. We all strongly remember the role playing parts of the adventures. There was very minimal dice rolling beyond NPC reaction checks for those the GM hadn't predetermined. Did this mean that we succeeded every time - No! But it did mean that our actions were used as a basis for determining if we succeeded. Good role playing, creative ideas, and good fast talk were rewarded. If you had designed up an intelligent charismatic character and role played it as a social character, then the GM was more likely to allow you to succeed. If you were a big dumb uncharismatic type, then you were less likely to succeed.
This mentality encourages an active voice for the players.
Consider combat. Most of the GMs I'v played with allow you to describe your actions, and then you role a die in combat and you see how it went. Sometimes we are fairly creative often doing things completely outside the rules, other times using combinations of the rules. Eitherway, we describe what we try to do, and then let the dice determine our success. I agree that you can't hit with your sword, get your spell off, or succeed everytime.
Now consider 3.X social skills. I have two groups of players that I've gamed with. One set, I've played all editions with, and newer groups that I've joined.
In the older group that I game with, we've continued with our previous method of role playing out situations. Sometimes we then role the dice. (This depends on how important a situation we are dealing with.) Except now, we have hefty modifiers onto the results of the die roles based on the role playing. The GM determines how the NPCs respond based on the dice roles. Yes, we have characters that will intentionally sabotage their success. That's part of the fun. In addition, we have a sliding scale of success DCs. As in on a DC5 the following level of success happens, on a DC 10 we get a slightly better level of sucess, etc on up. I find this method encourages an active voice for the players. It allows the social skills to still be useful and encourages role playing. I don't have any complaints about this group, we've reached a happy medium for this set of players.
In the newer groups all of the social skill uses go like this: example: I attempt to role play out bluffing someone. The GM then makes me roll without regard to what I actually said. You either succeed or fail. If it was a DC 25, then the DC stays at 25. The GM had set in stone what the DC was before I ever even opened my mouth. This doesn't encourage role playing. This doesn't encourage creative tactics. It just encourages dice rolling. I don't find this fun. I think the quashes the role playing aspect of D&D. After a while, I've realized that no one is role playing in these games. They are just dice rolling. This mentality encourages a passive voice for the players, and these games are less fun for me and for the other players.
The few players that we have brought into our older gaming group over the last couple of years have all told us that they love our style of play. That it's the most fun they have ever had. Why, because our group encourages an active voice for the players. It makes you feel like you had an effect on the situation rather than just a mechanical roll it out game.
I haven't been trying to make this an arguement that there is something wrong with people who don't want to role play. I've been trying to argue that there are people who like to role play and the current system is discouraging them from doing what they enjoy. If you have players that have fun role playing, why not reward them for it.
Anyway, I think there are many GMs out there who can't see how poorly they are using the social skills, and how they are discouraging role playing. Not that they've read to the end of this post anyway.
