You still need to describe how you are attempting to persuade the hobgoblin. It doesn't necessarily need to be in first person. It's built right into the core action resolution where the players describe their action and then the GM determines how to resolve it. Importantly in this case, using persuasion<skill> is not an action.Really? That's interesting. I guess I was thinking of characters and their abilities--skills instead of roleplaying, bonus actions, reactions...it's all mechanical instead of (I will use a loaded word) creative.
Here's an example: in 5e, you just roll Persuasion instead of having to role-play being persuasive and having the GM decide if you were successful or not. That's a rule (persuasion as a skill) vs. a ruling (you convinced the hobgoblin...)
So why have a persuasion skill, then? Why not just persuade, instead of having the DM call for a persuasion roll? Or intimidation? I'm not saying these are bad things; they are just not things that add to the games I run. To each their own, my friend! Enjoy playing with your friends.You still need to describe how you are attempting to persuade the hobgoblin. It doesn't necessarily need to be in first person. It's built right into the core action resolution where the players describe their action and then the GM determines how to resolve it. Importantly in this case, using persuasion<skill> is not an action.
5e splits the middle between the world sim style of roll to resolve and the GM adjudication method.
Because it gives the wallflower a chance to be a hero where in real life they'd suck at it. It also keeps the glib-tongued player who put an 8 in their Charisma from charming the pants off everyone they meet.So why have a persuasion skill, then? Why not just persuade, instead of having the DM call for a persuasion roll? Or intimidation? I'm not saying these are bad things; they are just not things that add to the games I run. To each their own, my friend! Enjoy playing with your friends.
Those questions are addressed in the PHB no added rules needed.So why have a persuasion skill, then? Why not just persuade, instead of having the DM call for a persuasion roll? Or intimidation? I'm not saying these are bad things; they are just not things that add to the games I run. To each their own, my friend! Enjoy playing with your friends.
Even then. I doubt even a majority of player know of or look at the errata. Then there's the fact that errata aren't rules. They're clarifications of what was intended, but don't have the weight of a rule.until the errata is out, yes
I'm not sure what that means.I'm curious to see if the PHB DnD / DMG DnD difference is sustained in 2024.
In addition to the play order that @Stoutstien mentioned, players can't choose to roll any skill at all. Only the DM can call for a roll for an ability check, and even then the rule is to only roll if the outcome is in doubt and failure has meaning. The rest of the time the DM simply rules success or failure depending on what was described. And it's the DM who decides what is sufficient to call for a roll, which in most cases that I've seen DMs post here is after the player roleplays out what his character is doing socially in the fiction.Really? That's interesting. I guess I was thinking of characters and their abilities--skills instead of roleplaying, bonus actions, reactions...it's all mechanical instead of (I will use a loaded word) creative.
Here's an example: in 5e, you just roll Persuasion instead of having to role-play being persuasive and having the GM decide if you were successful or not. That's a rule (persuasion as a skill) vs. a ruling (you convinced the hobgoblin...)
Because many times what is roleplayed might or might not work. It has a chance, but is not guaranteed. In those situations if the DM just decides yes or no based on his whim, that's not fair to the players. A roll is fair and the persuasion skill is generally the way to do it.So why have a persuasion skill, then? Why not just persuade, instead of having the DM call for a persuasion roll? Or intimidation?