1eyedking said:I actually hate the D&D social skills. Mind you, this is a completely personal opinion, but nevertheless I always thought rolling for Diplomacy, Bluff and Intimidate was kind of ridiculous and lazy. I'd rather rely on good DM judgment than "Could you let us pass? [Aside: I roll for diplomacy.]".
But what if your character is a brutish, ugly, half-orc with 20 ranks in Diplomacy?Walkin' Dude said:Right. Why should it matter if my character is a suave diplomat. If I am smooth and convincing, my character should be. It should not matter if my character is a brutish, ugly, half-orc. If I can make a convincing argument, then there is no reason he cannot.
For dumbfucks maybe.The Walkin' Dude said:Classes are not just a bunch of feats. Its about roleplaying and concept.
I meant social skills. Combat and athletic skills are a different beast.Jasede said:Of course skill-checks are needed, else you might as well LARP rule-lessly ala Oblivion players. A character must have choices depending on set, hard-coded skills. That has always been the Codex' credo and I support it both in P&P and in games. Skills are a tool to help you express your character's development in numbers and tie his abilities to them. Those numbers in turn offer choices and those offer consequences. A great system.
Interesting. Link? I had a quick glance at some of the weblogs I found, but saw no trace of a mathematician using his vorpal sword to behead the skill based system.Andhaira said:Also,. interestingly wizards has hired a mathamatician for their games (magic, dnd, dreamblade etc). He is an ex-professor, and is probably working on the 4e system. I don't have the link to his blog at the moment, (you can fin dit on the wizards 4e website). In his latest blog entry he remarked about how completely skill based rpg systems are somewhat broken internally, in that there is ALWAYS only one uber build, tat can be attained by the right combination of skills, which players eventually find.
A class based system avoids such pitfalls, if designed well, and thus is balanced.
1eyedking said:I meant social skills. Combat and athletic skills are a different beast.
dagorkan said:For dumbfucks maybe.The Walkin' Dude said:Classes are not just a bunch of feats. Its about roleplaying and concept.
But most people do not need any hack writer's 'flavor text' to guide how they role-play. Class systems are obviously a restriction and only there because WotC designers are too lazy to create a proper character system.
Sounds like this guy treats RPGs as competitive games. In fact, it sounds like WotC do the same thing.Andhaira said:In his latest blog entry he remarked about how completely skill based rpg systems are somewhat broken internally, in that there is ALWAYS only one uber build
Using good or bad tactics is a bad analogy, mainly because in a battle there are tons of variables running around.Walkin' Dude said:1eyedking said:I meant social skills. Combat and athletic skills are a different beast.
You have not explained how they are different. Why should some things be based on a player's ability to describe, and the other based on the character's skill and dice rolls?
I believe a convincing speech should give circumstance bonuses to rolls, and a botched job should give penalties, but that is similar to using good or bad tactics in combat. Despite the character skills, in either situation, suboptimal use of those skills can result in a worse result. On the other hand, really good use in a situation might be enough to push a character to success.
It's not a player being sucky, it's a player being lazy. I make the roll and let the numbers take care of the problem, no 'tactics' involved.Jasede said:That's the whole point. Even if you as a player suck at bluffing, your character does not. This would be impossible without skill checks.
I've had worse: "I roll bluff". Period. As if it were some kind of spell or special ability.Jasede said:DM: You see a big troll. You have no weapons and he seems very hungry.
Player: I roll bluff to make up a lie to keep him from attacking me.
1eyedking said:I've had worse: "I roll bluff". Period. As if it were some kind of spell or special ability.
Walkin' Dude said:By the same token, if I can brilliantly describe my character's attack, it should not matter how strong he is. If I describe it well enough, he should automatically succeed.
The new social encounter system is trying to acheive both interaction and skill check (in theory). If this works as intended, we'll have the best social encounter system from any D&D edition. Also, think of the impact on cRPGs, since the framework for interactions in already done. Quotes from the devs/Abstract:1eyedking said:It's not a player being sucky, it's a player being lazy. I make the roll and let the numbers take care of the problem, no 'tactics' involved.Jasede said:That's the whole point. Even if you as a player suck at bluffing, your character does not. This would be impossible without skill checks.
Ismaul said:The new social encounter system is trying to acheive both interaction and skill check (in theory). If this works as intended, we'll have the best social encounter system from any D&D edition. Also, think of the impact on cRPGs, since the framework for interactions in already done. Quotes from the devs/Abstract:
"Unlike 3E, where negotiation amounts to a single Diplomacy check, it's treated almost like a combat in 4E. I make a skill check, but I also tell the DM what/how I'm doing. The opponent responds with behavior (and a check) of his own. I counter with a new check, and new words. And so forth."
"Multiple checks between multiple characters (including back and forth) for a single social interaction, instead of a single roll as now."
1eyedking said:Social 'skills' are something else. Entirely. Let me give you an example: