this post was submitted on 16 Aug 2023
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Just a vibe check of the Lemmy community with a deliberately exaggerated meme.

A reddit post would get flooded with argumentative mini-essays from folks who can’t string together 5 words in-character.

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[–] jjjalljs@ttrpg.network 36 points 1 year ago

My main problem comes from people with charisma: 8 on their sheet trying to "just talk it out" and succeeding on the strength of their real life personality. I know you're personable in real life Alex but you dumped charisma now sit down and let someone else have a go.

When playing a face I usually sound like "I flash my most disarming smile and, fully sincerely, tell him if he surrenders no harm will come to him." Third person narration. I don't usually want to go line by line.

[–] LastYearsPumpkin@feddit.ch 14 points 1 year ago (2 children)

A character performing a persuasion check should attempt to describe and act out their persuasion.

Once complete, the GM should evaluate the description, and use that as a modifier to the persuasion roll.

A character that says "ummm, IDK, I guess I just try to influence them using my high charisma" should get no modifiers to the roll. A character who tries but entirely flubs the conversation should get a -1 (when appropriate), a great performance with an entertaining flourish to the description should get at least a couple ++ to the roll.

[–] Woodsy42@ttrpg.network 9 points 1 year ago (1 children)

Yes, but if you don’t offer the same accommodations for the person who goes into excruciating detail about how they lift up an iron grate, there’s a bit of an unfair imbalance there. Same goes for someone who can’t necessarily verbalize an entire conversation on the subject, but can say, “I’d like to try and persuade the Governor that we’re perfectly capable individuals, and specifically bring up how we took care of the rats in the tavern cellar, as well as how we turned away the bandits attempting to burgle Mrs. Henderson’s store.”

If you don’t allow for either of those types of situations, you’re just promoting people who have a real-life charisma over those that don’t.

[–] LastYearsPumpkin@feddit.ch 4 points 1 year ago

But you would do that. Someone that just says "I force the iron gate open with strength" gets no bonus, just a straight roll. Someone that says "I look for a weak spot in the gate and use a pry bar that I found earlier to force that spot open" maybe gets a +2 to their roll for extra thinking.

Also, it depends on the group, you don't need a one size fits all for this. If you have one or two people who are uncomfortable with going into detail, then you have to adjust your GMing to match the situation. But if there's just someone who needs a little encouragement, then you start throwing bonuses for extra roleplaying left and right.

The whole point is to make it fun for everyone (including the GM) so you're going to give bennies for out of the box thinking and extra effort, appropriately scaled to the group you are in.

[–] WilloftheWest@feddit.uk 5 points 1 year ago* (last edited 1 year ago) (1 children)

Someone after my own heart. Say what you’re going to say and I’ll decide the DC. Just say “please” and probably get a straight check DC 12-14. Insult the guard’s mother and children will likely get a DC of at least 15 and maybe disadvantage. Going above and beyond probably doesn’t require a roll and nets you inspiration.

[–] LastYearsPumpkin@feddit.ch 9 points 1 year ago (3 children)

Do the same thing with combat. A barbarian that says "hit with axe" every round just gets a regular chance to hit. A barbarian that says "I charge in yelling my battle cry swinging my great axe while kicking over the chair between us as I advance" might get a +2 to attack that round (as long as they don't use the same thing every time.)

[–] WilloftheWest@feddit.uk 5 points 1 year ago

I have started doing that actually. I’ve moved over mainly to Call of Cthulhu, which has very fast and easy combat. I’ve had some great descriptions of combat manoeuvres that net a bonus die.

[–] Maven@lemmy.sdf.org 2 points 1 year ago* (last edited 1 year ago)

Dungeons: The Dragoning 40,000 is a d10 dice pool game with "stunt dice"

If you make any attempt at all to describe your action in-character (such as your example), you got +1 die

If your description was especially cool, or interacted with the environment in some way, you get +2 dice instead (I guess technically your example would likely be here, because a chair is part of the environment, probably)

And "crowning moments", the kind of really hype action that gets the whole table invested, the sort of thing that happens once or twice a session at most, earn +3 dice

It really helps keep people invested in the role play

[–] mightbejackie@ttrpg.network 1 points 1 year ago

May i recommend Wushu?

[–] Echinoderm@aussie.zone 11 points 1 year ago

The barbarian isn't going to just say "I roll athletics" without explaining what they are trying to achieve. Same for persuasion. "I try to convince the mayor we are experienced enough adventurers to assist" is enough to let the GM know what the intention is and give context for the NPC's possible reponse.

[–] Syncrossus@ttrpg.network 11 points 1 year ago

If Brayden says his character tries to lift a heavy rock and he proceeds to deadlift 150kg to demonstrate, heck, I'll give him inspiration.

[–] Syncrossus@ttrpg.network 6 points 1 year ago

Sentences like "Can I roll for persuasion?" or worse "I perception the room" are one of my biggest pet peeves coming from players. Tell me what you want to accomplish, I will tell you whether and what you need to roll. I've mostly managed to train that behavior out of my players, thankfully. As a newbie DM I used to use die rolls as a crutch -- "this is a dice rolling game, so the more dice we roll the more fun we're having, right?" I thought. I also hated saying no to my players, so stupidly high DCs were a way to shift the blame onto the dice for my players' failures. As I've gained experience, I run a much less dice-heavy game. I very often just let my PCs succeed with no roll required.

The one case where I don't mind the players asking to roll is when they ask to "INSIGHT CHECK" à la critical role; it's always fun to see the players so passionately engaging with NPCs.

[–] GolGolarion@pathfinder.social 4 points 1 year ago

I dunno, i appreciate being able to gloss over certain mundane actions with the shared understandings of common actions. Shopping, for instance, takes loads more time when everyone's in storyteller mode, and you never really know how many more sessions you've got before a scheduling error comes up. Best to keep the routine parts brief.

Schmoozing a merchant for a better deal is best handled with a persuasion check, assuming getting a good deal isnt an important part of the campaign.

[–] tissek@ttrpg.network 3 points 1 year ago

In my opinion if the player doesn't tell me their Intent, what they are trying to achieve, how can I assess difficulty? Assess danger? Imagine consequences? I also want the tools for the task they set themselves upon. For the barbarian weapons used, positioning etc. For the talker their arguments. Acting out is not necessary.

Or just use an apocalyptic principle: "to do it, do it". If the character doesn't do anything that triggers a move no move is triggered.

[–] Ooops@kbin.social 3 points 1 year ago* (last edited 1 year ago)

Basic descriptions aren't necessary but helping in a lot of cases. And in some it's completely the same ("I want to roll an insight check" vs. "Do I believe his story?" - there's simply no describeable process making a difference).

Also players are different... I won't punish a guy playing a high int, high charisma character for not coming up with a logical or persuasive argument (and again "I want to talk to him to change his mind" vs. "I want to roll for persuasion" is all the same here), just as I don't punish a nerd playing a barbarian for not actually being able to lift a person one-armed.

But then I know my players and assume new additions are acting in good faith to their best ability and not just roll-playing because they want to have more time to focus on Candy Crush.