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What ever happened to "role playing?"
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<blockquote data-quote="IceBear" data-source="post: 1545818" data-attributes="member: 1118"><p>It goes without saying that no rules are complete and without flaw - otherwise there wouldn't be errata or a FAQ <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'm sorry if you take my general statements so literally. All I meant was in the past you might have one DM that completely roleplayed social encounters, another that had you make Charisma checks, another that had some house rule, etc. That might make things harder for newer players to even start to feel comfortable with the rules to roleplay. With 3E there is this consistent base. THAT's what I meant.</p><p></p><p>Here's how I play social skills in my game. I am CERTAIN you'll find some flaw or problem with it, so please keep it to yourself - it works fine for my group of ROLEPLAYERS!!! and it's much the same as we did it in 2nd Edition too (minus the clear cut skills). A player is interacting with an NPC. Depending on the interaction we might not roll dice at all (routine interaction). However, if there is any doubt about how it would go (convincing a guard to let you past when he's under orders not to let anyone past) then the player will roleplay out how he attempts to get past the guard. After this is done, he will roll the appropriate skill (Bluff/Diplomancy/Initimidate, whatever) and I will adjust the DC depending on the roleplaying (maybe he said just the right thing to make the guard trust him).</p><p></p><p>I also used Complex skill checks (which I stole from Alternity). Perhaps in order to negotiate the trade deal will take three successful Diplomacy checks over the course of the meeting.</p><p></p><p>I think you're overstating your attitude with this "one die roll thing". Why don't we all just have the PCs roll one die and if they succeed they complete the mission? </p><p></p><p>Anyone that used to roleplay still will. Those that rollplayed still will. New groups will probably rollplay too (and that's no different than before), but eventually they'll learn to roleplay. You strike me as an elitist who is looking down his nose at the "young whipper snappers" and forgetting when you were one too.</p><p></p><p>It's not the rules. It's the experience of the players and the group. And yes, even if attracts more rollplayers than roleplayers, it's good. We're getting older and the hobby is losing to video games. Any new blood is good. With experience they might learn to roleplay. Why not help them along?</p></blockquote><p></p>
[QUOTE="IceBear, post: 1545818, member: 1118"] It goes without saying that no rules are complete and without flaw - otherwise there wouldn't be errata or a FAQ :) I'm sorry if you take my general statements so literally. All I meant was in the past you might have one DM that completely roleplayed social encounters, another that had you make Charisma checks, another that had some house rule, etc. That might make things harder for newer players to even start to feel comfortable with the rules to roleplay. With 3E there is this consistent base. THAT's what I meant. Here's how I play social skills in my game. I am CERTAIN you'll find some flaw or problem with it, so please keep it to yourself - it works fine for my group of ROLEPLAYERS!!! and it's much the same as we did it in 2nd Edition too (minus the clear cut skills). A player is interacting with an NPC. Depending on the interaction we might not roll dice at all (routine interaction). However, if there is any doubt about how it would go (convincing a guard to let you past when he's under orders not to let anyone past) then the player will roleplay out how he attempts to get past the guard. After this is done, he will roll the appropriate skill (Bluff/Diplomancy/Initimidate, whatever) and I will adjust the DC depending on the roleplaying (maybe he said just the right thing to make the guard trust him). I also used Complex skill checks (which I stole from Alternity). Perhaps in order to negotiate the trade deal will take three successful Diplomacy checks over the course of the meeting. I think you're overstating your attitude with this "one die roll thing". Why don't we all just have the PCs roll one die and if they succeed they complete the mission? Anyone that used to roleplay still will. Those that rollplayed still will. New groups will probably rollplay too (and that's no different than before), but eventually they'll learn to roleplay. You strike me as an elitist who is looking down his nose at the "young whipper snappers" and forgetting when you were one too. It's not the rules. It's the experience of the players and the group. And yes, even if attracts more rollplayers than roleplayers, it's good. We're getting older and the hobby is losing to video games. Any new blood is good. With experience they might learn to roleplay. Why not help them along? [/QUOTE]
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What ever happened to "role playing?"
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