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5 years ago ::
Feb 05, 2008 - 10:25AM
#51
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5 years ago ::
Feb 05, 2008 - 10:51AM
#52
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Date Joined:
Nov 13, 2004
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snip One of the most sensible posts in this topic.
4e D&D is not a "Tabletop MMO." It is not Massively Multiplayer, and is usually not played Online. Come up with better descriptions of your complaints, cuz this one means jack ****.
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5 years ago ::
Feb 05, 2008 - 11:09AM
#53
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Date Joined:
Jun 28, 2005
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Hey arderkrag,
How high a Charisma level would you allow yourself to play?
Just curious about where you set the bar.
I mean, if expectations are very low, then I can see you are only asking for a modest attempt for the player to play the character, which is fair, if that's the kind of game you run.
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5 years ago ::
Feb 05, 2008 - 11:44AM
#54
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The problem with allowing a mechanical resolution to social interaction to occur is you WILL get players who want to get past the guards with their "+12 bluff"
NO account of how they might try to fool the guard, they just want to roll their "+12 bluff"
SO either the system gives bonuses to players who are clever and penalties to idiots (and combat does the same - I've seen stupid players, generate high level spellcasters, be virtually useless because of the player) Which is labeled discriminatory OR the system is purely mechanical and the "+12 bluff" works just fine,.
I'll take the label
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5 years ago ::
Feb 05, 2008 - 12:21PM
#55
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Date Joined:
May 29, 2001
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Not reading the entire topic, so I'm just saying this right out.
A social combat system doesn't exclude RP at all. It merely allows for a hard and fast set of rules by which to adjucate the results of said RP, instead of purely relying on DM whim to determine whether you succeed or fail.
That's it.
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5 years ago ::
Feb 05, 2008 - 12:31PM
#56
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Date Joined:
Jun 20, 2003
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I always say up front that I require an explanation of how something is intended to work and then the dice (modified by skill, BAB, saves etc...) determine how well it actually worked.
I do not require a high CHA character's player to be the most charismatic at the table, but I like it if they're willing to give it a shot at making the social situation more colorful and lively!
Even if a person just wants to roll their "+12 bluff" as mentioned above that's fine with me. The rules for using that are there on the table. I will never penalize a character for using a skill they have. I may well reward a player with a circumstance bonus generated by making a good speech or even just a good description of what they are trying to accomplish.
I will, however, award a +2 bonus quite liberally around the place to reward positive roleplaying. If a fighter ignores the easy target and goes after his hated foe with a passion then I will award a bonus (maybe to Intimidate, maybe to Will saves against effects that might sway him from his path) just as I would award a rogue/bard/talky type who even so much as describes that "my character is rolling a platinum coin over the backs of his fingers so that the guard notices."
That is the sort of thing that could get a bonus from me, I try to be open to the idea and find that it encourages people to get into the game a bit more and enjoy themselves. If the rogue wants to just say "I want to lie to the guard so he lets me through" he can roll bluff and that's fine with me. An interesting lie would get either a lower DC or a circumstance bonus.
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5 years ago ::
Feb 05, 2008 - 12:35PM
#57
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The problem with allowing a mechanical resolution to social interaction to occur is you WILL get players who want to get past the guards with their "+12 bluff"
NO account of how they might try to fool the guard, they just want to roll their "+12 bluff"
SO either the system gives bonuses to players who are clever and penalties to idiots (and combat does the same - I've seen stupid players, generate high level spellcasters, be virtually useless because of the player) Which is labeled discriminatory OR the system is purely mechanical and the "+12 bluff" works just fine,.
I'll take the label Not quite true. There's a third alternative: You don't roll anything, and the entire system is based on letting players who are clever win and keeping those who are idiots from even trying. That's what most people in this thread that are arguing against a mechanical system for social interaction are advocating (as far as I can tell, I may be overgeneralizing). Personally, the first option you list (and thus the middle of the road one) makes the most sense to me. Give a bonus for offering a high enough bribe, give a bonus for appealing to the guard's morality, get a penalty for implying that the guard isn't doing his job.... That's not discriminatory provided you don't penalize for doing nothing other than "I talk my way past the guard - bluff +12"
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5 years ago ::
Feb 05, 2008 - 12:43PM
#58
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Date Joined:
Oct 28, 2007
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The problem with allowing a mechanical resolution to social interaction to occur is you WILL get players who want to get past the guards with their "+12 bluff"
NO account of how they might try to fool the guard, they just want to roll their "+12 bluff"
SO either the system gives bonuses to players who are clever and penalties to idiots (and combat does the same - I've seen stupid players, generate high level spellcasters, be virtually useless because of the player) Which is labeled discriminatory OR the system is purely mechanical and the "+12 bluff" works just fine,.
I'll take the label Wow. I've never seen anyone trying to defend their right (or lack thereof) to humilate another human being for their own amusement. I honestly didn't expect it, but I could never have imagined that at the same time they would verbally abuse said individuals for something that they have no real control of.
You're really batting a thousand, aren't you?
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5 years ago ::
Feb 05, 2008 - 12:47PM
#59
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Maybe, just maybe, the point is that they are supposed to be playing a roleplaying game, not taking acting classes from the DM. Maybe, just maybe, I said "comfortable in trying to emulate" not "trying to win an Oscar."
If a player's PC has personality traits that they aren't willing to portray - never mind about how well or badly they act it - there's not much point in them having the traits.
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5 years ago ::
Feb 05, 2008 - 1:49PM
#60
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This thread actually reminds of a game where the DM used to insist far more on "pure" roleplaying in social situations (although this wasn't D&D in this case). In that game, I was attempting to create a distraction, and opted to use my characters skill in what was essentially Knowledge(Art), seeing as the NPC was the owner of a gallery.
At first, I informed the DM that I intend to create a distraction by engaging the gallery owner in small talk over art history, but rather than let me roll it, they insisted I act out the scene. This wasn't too much of a difficulty for me, seeing as I did have some minor qualifications in Art and a vague interest in the subject, and I managed to bluff my way through introducing some discussions. The poor DM, on the other hand, didn't have the first idea how to respond to these ideas, not having any knowledge in art themselves, and found themselves at a complete loss.
After that, that DM was far more open to allowing for a bit more generalised overview for some areas of social encounters.
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