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The Crying Man |
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Well, "be nice to Pit Fiends" is usually just a good rule of thumb no matter what. But saying that the entirety of an encounter relies on the
pcs' ranks in Bluff or a similar skill is completely ignoring his stats, then. Some people are just naturally good at speaking or intimidating others ...
they have a high Charisma. Some people can just pick up big rocks because they have a high strength - not because they have the Pick Up Rocks skill. Now,
having a high stat AND a good skill will get you even further ... but one should not ignore the first to put all the emphasis on the second.
A moment of silence ... do you sense that, just beyond the edge of your hearing ... it's the rattle of dice.
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Dan C Davis |
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The Crying Man wrote:I only mentioned the encounter as a context for trying to find out how tough someone is; it's not the entirety of the encounter. If the peon fighter wanted, he could try to intimidate the pit fiend. Or make a diplomacy check for an apology. Or make a climb check up the pit fiend's body to get his face in the pit fiend's face. Or a hide check underneath the bar. There are tons of options for both the human and the pit fiend, but in 99% of cases there are going to be rolls for it, and in most cases the pit fiend will win. D&D is a role playing game. That's why there are game mechanics to cover things like this. And the higher level or CR you are, the better chance you have to do something. Granted, the DM might fudge a few rolls here and there for the sake of the story, but for the most part that's what the rules are for. But I think we're all getting a little off topic from the original post here. Sorry about that.
Make the world a better place; slap someone who needs it.
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The Crying Man |
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>> D&D is a role playing game.<<
A moment of silence ... do you sense that, just beyond the edge of your hearing ... it's the rattle of dice.
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Confused Jackal Mage |
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Some people are just naturally good at speaking or intimidating others ... they have a high Charisma. Some people can just pick up big rocks because they have a high strength - not because they have the Pick Up Rocks skill. Now, having a high stat AND a good skill will get you even further ... but one should not ignore the first to put all the emphasis on the second. Unless you're playing 3.crazy, that's already included in every single skill check. Still doesn't mean the lowbie fighter can out-bluff the Pit Fiend. The bonus from ranks very quickly outshines the attribute bonus; not to mention that the Pit Fiend, in addition to being more skilled, likely has substantially higher stats as well. >> D&D is a role playing game.<< That's... nice? I'm glad you can quote and shift emphasis around. Mind putting some actual argument into the post? The roll/role distinction is droll and useless when presented directly like that - we're all aware of how this works, and all have particular opinions on the dynamic. Merely saying "roleplay, for gosh sakes" doesn't add anything good to the argument - it's essentially just noise.
Imagine the culture we would live in now if, instead of a dead corpse on an instrument of torture, our signifier was a child staring in wonder at the
stars.
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The Crying Man |
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So your point is that at no time does your players ability to speak well give him an advantage in the game - even should his stats reflect that? Placing such
heavy emphasis on the numbers rather than the players is fine for a computer game, but makes for a rather soulless table top experience. Skills should
suppliment a role player's abilities and compensate for players who can't hold their own otherwise, but they are no replacement for eloquence and
effort.
>>"That's... nice?" ... blah blah blah ...<< And, yes, I'm glad you can be insulting ... but that doesn't add much to the argument, does it? A moment of silence ... do you sense that, just beyond the edge of your hearing ... it's the rattle of dice.
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Confused Jackal Mage |
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So your point is that at no time does your players ability to speak well give him an advantage in the game - even should his stats reflect that? Placing such heavy emphasis on the numbers rather than the players is fine for a computer game, but makes for a rather soulless table top experience. Skills should suppliment a role player's abilities and compensate for players who can't hold their own otherwise, but they are no replacement for eloquence and effort. Ah, no. My point was that you cannot point to some rules (the character's stats) and ignore others (their skill rank) and be consistent, at least without some further explanation. You were baldly asserting that one trumped the other, when in the rules that is not true, and by mid level ranks in fact trump ability scores. Paying attention to the character's actual stats over the player's eloquence (or the other way around) has both good and bad aspects, and it is disingenuous to imply that you hold the one right answer to how that should be balanced . Paying too much attention to the player's skill penalizes the player who simply can't speak well, and trivializes the character power spent on those points in the first place. Paying too much attention to the character's skill removes an essential element of fun and interaction from the game, putting a wall between the player and their character. Finding the appropriate balance is something that must be worked out in each individual group, as it depends largely on your players. >>"That's... nice?" ... blah blah blah ...<< Your post that I responded to was a one-liner with no actual content, which insulted Dan by implying that he doesn't know how to roleplay, solely because his opinions on how to balance social skills with player input are different than your own. I showed restraint. I then pointed out *why* I felt your argument was non-productive, and I expanded on that in this post. To answer your post directly, my games are *certainly* affected by the players' eloquence and creativity. If they come up with something cool, I run with it. That makes the entire game more fun for everyone. I also do my best to pay attention to what they have spent character resources on, however, so that they feel their choices on the character sheet actually have meaning. It's a difficult conflict, and like I said before, there simply isn't a single right answer.
Imagine the culture we would live in now if, instead of a dead corpse on an instrument of torture, our signifier was a child staring in wonder at the
stars.
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