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What is a Social challenge, anyways?
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<blockquote data-quote="clearstream" data-source="post: 8964419" data-attributes="member: 71699"><p>My main feeling about this approach is that where one is following it, it ought to apply to all ability checks. Offering a consistent principle that what the player describes their character doing is an input into the DC.</p><p></p><p>Following on from my comment above, another approach is to say that what the player describes their character doing is an input into the consequences. I'd refer you to <strong>DMG237</strong> and <strong>DMG242</strong> for context here.</p><p></p><p>I'll use your examples, quoted again here for context</p><p></p><p></p><p></p><p></p><p>To reframe these examples under the suggested alternative approach</p><p></p><p>The player's description in the above has been taken as an input into the consequences. In this case introducing the possibility that the merchant will become an admirer... perhaps a patron.</p><p></p><p>Or, if the player takes another tack</p><p></p><p>The player's description in the above has been taken as an input into the consequences. In this case introducing the possibility that the merchant will take offence... perhaps opposing characters.</p><p></p><p>Contrast with</p><p></p><p></p><p></p><p>Which could be nearer to your practice. I'm not sure that it is better to take description as input to consequences than difficulty, but I would say that if using the rules in DMG 237 doing so makes it easier to invent consequences that have fidelity your fiction.</p><p></p><p>As an aside, the rules on Social Interaction <strong>DMG245</strong> do seem to fit the input-to-consequences approach better than the input-to-difficulty approach. In that, the scale the roll indexes is based on what players achieve in their approach (what attitude they end up rolling against.) As you might see, I have taken the first approach to shift an <strong>indifferent </strong>merchant to <strong>friendly</strong>, and the second approach to shift that same merchant to <strong>hostile</strong>.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8964419, member: 71699"] My main feeling about this approach is that where one is following it, it ought to apply to all ability checks. Offering a consistent principle that what the player describes their character doing is an input into the DC. Following on from my comment above, another approach is to say that what the player describes their character doing is an input into the consequences. I'd refer you to [B]DMG237[/B] and [B]DMG242[/B] for context here. I'll use your examples, quoted again here for context To reframe these examples under the suggested alternative approach The player's description in the above has been taken as an input into the consequences. In this case introducing the possibility that the merchant will become an admirer... perhaps a patron. Or, if the player takes another tack The player's description in the above has been taken as an input into the consequences. In this case introducing the possibility that the merchant will take offence... perhaps opposing characters. Contrast with Which could be nearer to your practice. I'm not sure that it is better to take description as input to consequences than difficulty, but I would say that if using the rules in DMG 237 doing so makes it easier to invent consequences that have fidelity your fiction. As an aside, the rules on Social Interaction [B]DMG245[/B] do seem to fit the input-to-consequences approach better than the input-to-difficulty approach. In that, the scale the roll indexes is based on what players achieve in their approach (what attitude they end up rolling against.) As you might see, I have taken the first approach to shift an [B]indifferent [/B]merchant to [B]friendly[/B], and the second approach to shift that same merchant to [B]hostile[/B]. [/QUOTE]
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