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What is a Social challenge, anyways?
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<blockquote data-quote="DND_Reborn" data-source="post: 8951869" data-attributes="member: 6987520"><p>(bold) I never talked about the players not getting to declare what their characters do. I have no idea where you are even getting this from.</p><p></p><p></p><p>Of course the DM decides how the guard responds! The DM controls all the NPCs in the game. The die roll, generated by the PC's action, simply indicate what the nature of that response will be. Success = help, failure = no help. The measure of that help is up to the DM, just as the measure of what PCs do is up to the player....</p><p></p><p></p><p>So, you want the dice rolls to decide the nature of an NPC's response as well as whether it is positive or not? As I said before, strange game...</p><p></p><p>That would be like the players rolling to determine the nature of their PC's response:</p><p></p><p>So, the giant is attacking us? Ok, let's see what my response should be.... (rolls die)</p><p>Response is I should fight, according to the die roll.</p><p>Hmm... well, I know now I have to fight, but should I attack or cast a spell this round...? (rolls die)</p><p>Oh, a spell! Let's see, which spell....? (rolls die)</p><p><em>Augury</em>...? Not very appropriate for this fight, but I guess I can make that work.</p><p></p><p></p><p>Well, the goal of getting to Port Royal was a decision made by the players for their PCs, sure.</p><p></p><p>But the goal of the single roll: <em>will this merchant, etc. help get me to Port Royal? .</em>..is not the same as the PC's goal of ultimately getting there.</p><p></p><p>The roll simply tells the DM the NPC's reaction to the PC's action, it does not determine the magnitude of the reaction in 5E. Unfortunately, this is a setback of the design in 5E IMO.</p><p></p><p>Instead of setting the DC first, you could allow the roll to determine the magnitude as well (like 3E IIRC?):</p><p></p><p><strong>Step 1:</strong> DM determines PC's initial reaction: friendly, indifferent, or hostile. This sets the tone for the encounter and should grant advantage (friendly) or disadvantage (hostile).</p><p></p><p><strong>Step 2:</strong> The player rolls the Charisma check. The result determines not only the nature, but also the magnitude:</p><p></p><p></p><p>Or something along those lines.</p><p></p><p>A DM could use those sorts of set guidelines, or just determine the magnitude according to scenario, role-playing, adventure needs, etc.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8951869, member: 6987520"] (bold) I never talked about the players not getting to declare what their characters do. I have no idea where you are even getting this from. Of course the DM decides how the guard responds! The DM controls all the NPCs in the game. The die roll, generated by the PC's action, simply indicate what the nature of that response will be. Success = help, failure = no help. The measure of that help is up to the DM, just as the measure of what PCs do is up to the player.... So, you want the dice rolls to decide the nature of an NPC's response as well as whether it is positive or not? As I said before, strange game... That would be like the players rolling to determine the nature of their PC's response: So, the giant is attacking us? Ok, let's see what my response should be.... (rolls die) Response is I should fight, according to the die roll. Hmm... well, I know now I have to fight, but should I attack or cast a spell this round...? (rolls die) Oh, a spell! Let's see, which spell....? (rolls die) [I]Augury[/I]...? Not very appropriate for this fight, but I guess I can make that work. Well, the goal of getting to Port Royal was a decision made by the players for their PCs, sure. But the goal of the single roll: [I]will this merchant, etc. help get me to Port Royal? .[/I]..is not the same as the PC's goal of ultimately getting there. The roll simply tells the DM the NPC's reaction to the PC's action, it does not determine the magnitude of the reaction in 5E. Unfortunately, this is a setback of the design in 5E IMO. Instead of setting the DC first, you could allow the roll to determine the magnitude as well (like 3E IIRC?): [B]Step 1:[/B] DM determines PC's initial reaction: friendly, indifferent, or hostile. This sets the tone for the encounter and should grant advantage (friendly) or disadvantage (hostile). [B]Step 2:[/B] The player rolls the Charisma check. The result determines not only the nature, but also the magnitude: Or something along those lines. A DM could use those sorts of set guidelines, or just determine the magnitude according to scenario, role-playing, adventure needs, etc. [/QUOTE]
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