Swordslinger wrote:tussock wrote:
No, it doesn't. You are wrong. Having any system of player input makes the outcomes of the scene change based on that player input. When that happens, you make shit up to explain it, or you don't bother and save yourself for more important scenes.
For most actions you already have a description. If a player breaks through a door with a strength check, well he forced his way in. A rogue using open locks picked the lock. No further explanation is really required.
No explanation is really required? Sure, usually. Want to re-close the door? So, did the hinges tear, the wood part, the catch break, what sort of catch was it anyway, did I break the bar or it's seat, is the frame intact, ...? See,
all of that might be important in some scene, same for the lock, we just don't normally bother because it's quicker and more fun to abstract it all, roll a die, and get on with playing D&D.
"Break it open, go through, close it again."
"Can't close it, it's broken."
:skill: "I figure something out and close it anyway."
"It'll be easier for them to break."
:skill: "I take a moment to secure it, now it's harder."
Maybe he jammed some loose boards in the hinges. Who cares, let's play some D&D already, the important thing is the run, not the door.
Social encounters just don't work that way. Your character doesn't walk up and rewire the king's brain to make him more agreeable, he says something.
Maybe, or maybe it's just not important enough to break out the teen angst for and we roll some dice and get on with playing D&D. Do you haggle with every merchant? No? Huzzah! You're using abstraction to get on with the game!
And what he says is important to the story.
In the same way that exactly how the door failed when broken open might be important to the story of how you close the door again before the endless horde of Illithid get there, but you can still abstract that, roll some dice, and get on with playing D&D.
If you're going to skip that very important aspect, you might as well not have social encounters at all and stick to hack and slash.
Seriously? People do that here? I'm having badwrong fun am I? Guess how traps used to work sonny: the DM would describe the room, the players would have to guess where a trap was based on vague clues, and would then describe in detail how they might try and disable or bypass it. The DM would judge their actions as either successful or not based on how he secretly thought the trap worked.
There's still people out there who think that's the one true way to run traps, and all us people who roll dice are totally missing out by making traps into a boring dice game. "May as well not have traps at all and stick to hack and slash" would be a fair paraphrase. Probably true if you want the trap to be a big deal, but they don't have to be a big deal every single time, or even more than a couple times a year.
Any movie with social or political characters has the characters talk.
Oh, fuck off. Any
movie with sword fights has actors swinging swords in a pre-determined sequence for a set outcome. Meanwhile, D&D.
:snip:
Seriously. The "motivation" of most NPCs is about as important as exactly which way the door broke. What matters is what they're going to do to the PCs in this scene, and it's nice if the players can have an effect on that, without needing to read the DM's mind.
If nothing else, because human beings are really fucking terrible at reading minds. It being impossible. You either give them some big clues with your speech and body language and they play 20 questions with it (snore!), or it's just so much random noise that arbitrarily fucks them now and then.