The Human Target
Adventurer
Tell you what?
How about you figure out something constructive to actually say instead of using your default setting of edition warring.
Yes, I am at fault.
Tell you what?
How about you figure out something constructive to actually say instead of using your default setting of edition warring.
Can't speak for XVoK (since we fundamentally disagree on much), but this is one area where I fall on the "more roleplaying, less roll-playing" side. I have always hated Diplomacy as a skill. If I had my druthers, people would roleplay appropriate to their Cha score, and the NPC's would respond accordingly.Let's start here: How do you think diplomacy should work in game? It sounds like "the players talk and it's all based on their talking", is that right?
(This does fall under your definition of exploration, correct?)
Then how do you account for the 18 Cha pc with a shy, mumbling, not-good-with-talking player while the 7 Cha half-orc with a persuasive, glib, affable salesman of a player?
Now in this thread I am lumping exploration and non-combat together. Also, this is of course my pure opinion.
I feel like actual rules for this are a waste of time. I feel like having tools and letting players decide what to do with them would be better. I know in my games the players like to come up with uses for what they have on hand whether it's skills, spells, or items. I find things like Skill Challenges from 4th edition to be an aweful attempt at this. Sometimes players will create instances that the DM didn't even plan just by using what they have and a little imagination.
If I had my druthers, people would roleplay appropriate to their Cha score, and the NPC's would respond accordingly.
I feel like actual rules for this are a waste of time. I feel like having tools and letting players decide what to do with them would be better. I know in my games the players like to come up with uses for what they have on hand whether it's skills, spells, or items. I find things like Skill Challenges from 4th edition to be an aweful attempt at this. Sometimes players will create instances that the DM didn't even plan just by using what they have and a little imagination.
Forum Troll is a LA -1 template with a -2 Cha adjust. So some folks are gonna be SOL.So, for the majority of us (some especially so based on their posting etiquette), we should just cap Charisma at 8?
Diplomacy and Search are really the only two skills that can be handled that way, IMHO. I play a wizard with a 24 Int, and sometime I have to throw up my hands and say, "my character is way smarter than I am." Almost everything else needs a resolution mechanic of some sort that is concrete and allows for players to NOT be their characters and yet still model them during play.Do you feel the same way about any of the other stats? Should I roleplay my 20 Intelligence gray elf at the appropriate intelligence level? I gots me lotz more lernin's to do.![]()
That sounds like an advertisement for why skill challenges are awesome.Sometimes players will create instances that the DM didn't even plan just by using what they have and a little imagination.
I am not sure what you mean by exploration rules. So I am going to just riff off a list, off the top of my head, of things I consider part of the exploration rules. You tell me which of these are you talking about?
Overland travel rates and travel rates for various surfaces
Large region geographic hex maps (and size of each hex)
Small region geographic hex maps (and size of each hex)
Random encounter tables
Food & water rules for travel
Hunting and gathering during travel
Rules for getting lost
Survival rules for exposure, environmental dangers, and extreme weather
Random weather generation
Time measurements
Sight rules, obstructions, concealment, etc..
Searching.Finding hidden things
Rules for hearing things
Rules for keeping watch
Rules for navigating
Mapmaking rules
Light radius for various light-emitting things
Rules for doors and locks
Rules for resting
Rules for traps
Climbing/Caving rules
Underwater and swimming rules
Flight rules
Rules for maneuvering in tight spaces
Rules for jumping things