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Me: I try to calmly greet him and convey, that I am a sane human (because outside, it's teeming with zombies) and not evil, as he isn't looting my stuff.

 

GM: roll Charisma

 

I roll a crit. fail

 

GM: Critical fail. What do you say?

 

Me: BUUUUUUUUURP!!!!

 

The gentleman flees and falls down balcony.

Me: I try to calmly greet him and convey, that I am a sane human (because outside, it's teeming with zombies) and not evil, as he isn't looting my stuff.

 

GM: roll Charisma

 

I roll a crit. fail

 

GM: Critical fail. What do you say?

 

Me: BUUUUUUUUURP!!!!

 

The gentleman flees and falls down balcony.

Me: I try to calmly greet him and convey, that I am a sane human (because outside, it's teeming with zombies) and not evil, as he isn't looting my stuff.

GM: roll Charisma

I roll a crit. fail

GM: Critical fail. What do you say?

Me: BUUUUUUUUURP!!!!

The gentleman flees and falls down balcony.

fixed formatting; minor copyediting
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V2Blast
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  1. In my opinion a few dirty secrets or a silver tongue are a tool (an awesome idea is, too). They gain you as much leverage against a guard as a crowbar against a boulder. And thus, I give advantages for using them, if they seem appropriate. The bonus depends on how good an idea is. If you are simply saying that you have proof for a guards misdeeds, you have to be confident. And thus the success depends on a simple roll and the background of the npcNPC. If you havethe player has a clever idea or information or aan appropriate tool, uyou give them a bonus.

    • Pros: theThe players get benefits for good role playing. This encourages to role play and rewards good ideas, which furthers immersion. and that brings fun.

    • Cons: I don't see any. It might only be a problem, when you play a game with a person, that strictly holds to the rules and has a otherdifferent understanding.

  2. A clever idea, a good tool and wise words aren't simply lying around. You have to have them. Tools can be found in chests. Ideas and words can be found in the charakterscharacter's brain. If a eloquent/smart player of a low charisma/intelligence character wants to use words or an idea, not befitting of his stats, just let him roll for it. Dump people have good ideas from time to time, too. It's just less likely. If the PC succeeds, he/she may use the player's ideas/words.

    • Pros: you putYou take player skill and character stats into account. And I find it rather logical. E.g.: Once I watched a rpgRPG on ytYouTube and the party got sucked in a npc'sinto an NPC's psychotic mind. At some point they had no idea what's going on, but I could understand the situation, because I read a manga with a mentally ill character, with the exact same illness just two months ago. I might not have extremely high stats in psychological knowledge, but I still succeeded to know this.

      Other example: imI'm not very charismatic or eloquent. Some time ago I wanted to compliment a friend with a little joke. It sounded really dump to me, after I said it, but my friend was really happy and this iI guess it was a success.

    • Cons: one extra roll and some players might pout, because they aren't allowed to use their extremely useful idea. But that can be helped by letting the other pcsPCs help. The dump one could still give hints, as he has a kind of idea what to do/say, but isn't smart/eloquent enough to give it a concrete form.

  3. Sometimes, you can use following method:

    1. let the players say what they want to try e.g. "I try to persuade the guard to let me go."
    2. Let them roll normally, if they don't give further specifics.
    3. Let them role playroleplay the outcome.

     

    • Pros: you play By the rules and you can still role playroleplay. Can safe time by not having the player explain exactly what he wants to do, even if he doesn'tevendoesn't even come to attempt to use his idea.

    • Cons(?): you stop the PC completely from using the player skill for this short situation. And it can hinder immersion as you don't follow the simple conversation, but stop to say what you want instead first. (This does only apply when the gmGM directly understands what the player wants. )

    Example: My kinda trouserless ranger, surprises the looting gentleman with a suitcase full of grenades

    Me: I try to calmly greet him and convey, that I am a sane human (couse outside its roaming with zombies) and not evil, as he isn't looting my stuff.

    Gm: roll charisma rolling crit. fail

    Gm: critic fail. What do you say?

    Me: BUUUUUUUUURP!!!! *gentleman flees and falls down balcony.

Example:

My kinda trouserless ranger, surprises the looting gentleman with a suitcase full of grenades.

Me: I try to calmly greet him and convey, that I am a sane human (because outside, it's teeming with zombies) and not evil, as he isn't looting my stuff.

GM: roll Charisma

I roll a crit. fail

GM: Critical fail. What do you say?

Me: BUUUUUUUUURP!!!!

The gentleman flees and falls down balcony.

  1. In my opinion a few dirty secrets or a silver tongue are a tool (an awesome idea is, too). They gain you as much leverage against a guard as a crowbar against a boulder. And thus, I give advantages for using them, if they seem appropriate. The bonus depends on how good an idea is. If you are simply saying that you have proof for a guards misdeeds, you have to be confident. And thus the success depends on a simple roll and the background of the npc. If you have a clever idea or information or a appropriate tool, u give bonus.

    • Pros: the players get benefits for good role playing. This encourages to role play and rewards good ideas, which furthers immersion. and that brings fun.

    • Cons: don't see any. It might only be a problem, when you play a game with a person, that strictly holds to the rules and has a other understanding.

  2. A clever idea, a good tool and wise words aren't simply lying around. You have to have them. Tools can be found in chests. Ideas and words can be found in the charakters brain. If a eloquent/smart player of a low charisma/intelligence character wants to use words or an idea, not befitting of his stats, just let him roll for it. Dump people have good ideas from time to time, too. It's just less likely. If the PC succeeds, he/she may use the player's ideas/words.

    • Pros: you put player skill and character stats into account. And I find it rather logical. E.g.: Once I watched a rpg on yt and the party got sucked in a npc's psychotic mind. At some point they had no idea what's going on, but I could understand the situation, because I read a manga with a mentally ill character, with the exact same illness just two months ago. I might not have extremely high stats in psychological knowledge, but I still succeeded to know this.

      Other example: im not very charismatic or eloquent. Some time ago I wanted to compliment a friend with a little joke. It sounded really dump to me, after I said it, but my friend was really happy and this i guess it was a success.

    • Cons: one extra roll and some players might pout, because they aren't allowed to use their extremely useful idea. But that can be helped by letting the other pcs help. The dump one could still give hints, as he has a kind of idea what to do/say, but isn't smart/eloquent enough to give it a concrete form.

  3. Sometimes, you can use following method:

    1. let the players say what they want to try e.g. "I try to persuade the guard to let me go."
    2. Let them roll normally, if they don't give further specifics.
    3. Let them role play the outcome.

     

    • Pros: you play By the rules and you can still role play. Can safe time by not having the player explain exactly what he wants to do, even if he doesn'teven come to attempt to use his idea.

    • Cons(?): you stop the PC completely from using the player skill for this short situation. And it can hinder immersion as you don't follow the simple conversation, but stop to say what you want instead first. (This does only apply when the gm directly understands what the player wants. )

    Example: My kinda trouserless ranger, surprises the looting gentleman with a suitcase full of grenades

    Me: I try to calmly greet him and convey, that I am a sane human (couse outside its roaming with zombies) and not evil, as he isn't looting my stuff.

    Gm: roll charisma rolling crit. fail

    Gm: critic fail. What do you say?

    Me: BUUUUUUUUURP!!!! *gentleman flees and falls down balcony.

  1. In my opinion a few dirty secrets or a silver tongue are a tool (an awesome idea is, too). They gain you as much leverage against a guard as a crowbar against a boulder. And thus, I give advantages for using them, if they seem appropriate. The bonus depends on how good an idea is. If you are simply saying that you have proof for a guards misdeeds, you have to be confident. And thus the success depends on a simple roll and the background of the NPC. If the player has a clever idea or information or an appropriate tool, you give them a bonus.

    • Pros: The players get benefits for good role playing. This encourages to role play and rewards good ideas, which furthers immersion. and that brings fun.

    • Cons: I don't see any. It might only be a problem when you play a game with a person that strictly holds to the rules and has a different understanding.

  2. A clever idea, a good tool and wise words aren't simply lying around. You have to have them. Tools can be found in chests. Ideas and words can be found in the character's brain. If a eloquent/smart player of a low charisma/intelligence character wants to use words or an idea, not befitting of his stats, just let him roll for it. Dump people have good ideas from time to time, too. It's just less likely. If the PC succeeds, he/she may use the player's ideas/words.

    • Pros: You take player skill and character stats into account. And I find it rather logical. E.g.: Once I watched a RPG on YouTube and the party got sucked into an NPC's psychotic mind. At some point they had no idea what's going on, but I could understand the situation, because I read a manga with a mentally ill character, with the exact same illness just two months ago. I might not have extremely high stats in psychological knowledge, but I still succeeded to know this.

      Other example: I'm not very charismatic or eloquent. Some time ago I wanted to compliment a friend with a little joke. It sounded really dump to me, after I said it, but my friend was really happy and this I guess it was a success.

    • Cons: one extra roll and some players might pout, because they aren't allowed to use their extremely useful idea. But that can be helped by letting the other PCs help. The dump one could still give hints, as he has a kind of idea what to do/say, but isn't smart/eloquent enough to give it a concrete form.

  3. Sometimes, you can use following method:

    1. let the players say what they want to try e.g. "I try to persuade the guard to let me go."
    2. Let them roll normally, if they don't give further specifics.
    3. Let them roleplay the outcome.

     

    • Pros: you play By the rules and you can still roleplay. Can safe time by not having the player explain exactly what he wants to do, even if he doesn't even come to attempt to use his idea.

    • Cons(?): you stop the PC completely from using the player skill for this short situation. And it can hinder immersion as you don't follow the simple conversation, but stop to say what you want instead first. (This does only apply when the GM directly understands what the player wants. )

Example:

My kinda trouserless ranger, surprises the looting gentleman with a suitcase full of grenades.

Me: I try to calmly greet him and convey, that I am a sane human (because outside, it's teeming with zombies) and not evil, as he isn't looting my stuff.

GM: roll Charisma

I roll a crit. fail

GM: Critical fail. What do you say?

Me: BUUUUUUUUURP!!!!

The gentleman flees and falls down balcony.

format block of text, fix lists
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SevenSidedDie
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1.: in my opinion a few dirty secrets or a silver tongue are a tool (an awesome idea is, too). They gain you as much leverage against a guard as a crowbar against a boulder. And thus, I give advantages for using them, if they seem appropriate. The bonus depends on how good an idea is. If you are simply saying that you have proof for a guards misdeeds, you have to be confident. And thus the success depends on a simple roll and the background of the npc. If you have a clever idea or information or a appropriate tool, u give bonus.

Pros: the players get benefits for good role playing. This encourages to role play and rewards good ideas, which furthers immersion. and that brings fun.

Cons: don't see any. It might only be a problem, when you play a game with a person, that strictly holds to the rules and has a other understanding.

2.: A clever idea, a good tool and wise words aren't simply lying around. You have to have them. Tools can be found in chests. Ideas and words can be found in the charakters brain. If a eloquent/smart player of a low charisma/intelligence character wants to use words or an idea, not befitting of his stats, just let him roll for it. Dump people have good ideas from time to time, too. It's just less likely. If the PC succeeds, he/she may use the player's ideas/words.

Pros: you put player skill and character stats into account. And I find it rather logical. E.g.: Once I watched a rpg on yt and the party got sucked in a npc's psychotic mind. At some point they had no idea what's going on, but I could understand the situation, because I read a manga with a mentally ill character, with the exact same illness just two months ago. I might not have extremely high stats in psychological knowledge, but I still succeeded to know this.

Other example: im not very charismatic or eloquent. Some time ago I wanted to compliment a friend with a little joke. It sounded really dump to me, after I said it, but my friend was really happy and this i guess it was a success.

Cons: one extra roll and some players might pout, because they aren't allowed to use their extremely useful idea. But that can be helped by letting the other pcs help. The dump one could still give hints, as he has a kind of idea what to do/say, but isn't smart/eloquent enough to give it a concrete form.

3.: sometimes, you can use following method:

  1. let the players say what they want to try e.g. "I try to persuade the guard to let me go."

    In my opinion a few dirty secrets or a silver tongue are a tool (an awesome idea is, too). They gain you as much leverage against a guard as a crowbar against a boulder. And thus, I give advantages for using them, if they seem appropriate. The bonus depends on how good an idea is. If you are simply saying that you have proof for a guards misdeeds, you have to be confident. And thus the success depends on a simple roll and the background of the npc. If you have a clever idea or information or a appropriate tool, u give bonus.

    • Pros: the players get benefits for good role playing. This encourages to role play and rewards good ideas, which furthers immersion. and that brings fun.

    • Cons: don't see any. It might only be a problem, when you play a game with a person, that strictly holds to the rules and has a other understanding.

  2. Let them roll normally, if they don't give further specifics.

    A clever idea, a good tool and wise words aren't simply lying around. You have to have them. Tools can be found in chests. Ideas and words can be found in the charakters brain. If a eloquent/smart player of a low charisma/intelligence character wants to use words or an idea, not befitting of his stats, just let him roll for it. Dump people have good ideas from time to time, too. It's just less likely. If the PC succeeds, he/she may use the player's ideas/words.

    • Pros: you put player skill and character stats into account. And I find it rather logical. E.g.: Once I watched a rpg on yt and the party got sucked in a npc's psychotic mind. At some point they had no idea what's going on, but I could understand the situation, because I read a manga with a mentally ill character, with the exact same illness just two months ago. I might not have extremely high stats in psychological knowledge, but I still succeeded to know this.

      Other example: im not very charismatic or eloquent. Some time ago I wanted to compliment a friend with a little joke. It sounded really dump to me, after I said it, but my friend was really happy and this i guess it was a success.

    • Cons: one extra roll and some players might pout, because they aren't allowed to use their extremely useful idea. But that can be helped by letting the other pcs help. The dump one could still give hints, as he has a kind of idea what to do/say, but isn't smart/eloquent enough to give it a concrete form.

  3. Let them role play the outcome.

    Sometimes, you can use following method:

    1. let the players say what they want to try e.g. "I try to persuade the guard to let me go."
    2. Let them roll normally, if they don't give further specifics.
    3. Let them role play the outcome.

     

    • Pros: you play By the rules and you can still role play. Can safe time by not having the player explain exactly what he wants to do, even if he doesn'teven come to attempt to use his idea.

    • Cons(?): you stop the PC completely from using the player skill for this short situation. And it can hinder immersion as you don't follow the simple conversation, but stop to say what you want instead first. (This does only apply when the gm directly understands what the player wants. )

    Example: My kinda trouserless ranger, surprises the looting gentleman with a suitcase full of grenades

    Me: I try to calmly greet him and convey, that I am a sane human (couse outside its roaming with zombies) and not evil, as he isn't looting my stuff.

    Gm: roll charisma rolling crit. fail

    Gm: critic fail. What do you say?

    Me: BUUUUUUUUURP!!!! *gentleman flees and falls down balcony.

Pros: you play By the rules and you can still role play. Can safe time by not having the player explain exactly what he wants to do, even if he doesn'teven come to attempt to use his idea.

Cons(?): you stop the PC completely from using the player skill for this short situation. And it can hinder immersion as you don't follow the simple conversation, but stop to say what you want instead first. (This does only apply when the gm directly understands what the player wants. )

Example: My kinda trouser less ranger, surprises the looting gentleman with a suitcase full of granades. Me: I try to calmly greet him and convey, that I am a sane human (couse outside its roaming with zombies) and not evil, as he isn't looting my stuff. Gm: roll charisma rolling crit. fail Gm: critic fail. What do you say? Me: BUUUUUUUUURP!!!! *gentleman flees and falls down balcony.

1.: in my opinion a few dirty secrets or a silver tongue are a tool (an awesome idea is, too). They gain you as much leverage against a guard as a crowbar against a boulder. And thus, I give advantages for using them, if they seem appropriate. The bonus depends on how good an idea is. If you are simply saying that you have proof for a guards misdeeds, you have to be confident. And thus the success depends on a simple roll and the background of the npc. If you have a clever idea or information or a appropriate tool, u give bonus.

Pros: the players get benefits for good role playing. This encourages to role play and rewards good ideas, which furthers immersion. and that brings fun.

Cons: don't see any. It might only be a problem, when you play a game with a person, that strictly holds to the rules and has a other understanding.

2.: A clever idea, a good tool and wise words aren't simply lying around. You have to have them. Tools can be found in chests. Ideas and words can be found in the charakters brain. If a eloquent/smart player of a low charisma/intelligence character wants to use words or an idea, not befitting of his stats, just let him roll for it. Dump people have good ideas from time to time, too. It's just less likely. If the PC succeeds, he/she may use the player's ideas/words.

Pros: you put player skill and character stats into account. And I find it rather logical. E.g.: Once I watched a rpg on yt and the party got sucked in a npc's psychotic mind. At some point they had no idea what's going on, but I could understand the situation, because I read a manga with a mentally ill character, with the exact same illness just two months ago. I might not have extremely high stats in psychological knowledge, but I still succeeded to know this.

Other example: im not very charismatic or eloquent. Some time ago I wanted to compliment a friend with a little joke. It sounded really dump to me, after I said it, but my friend was really happy and this i guess it was a success.

Cons: one extra roll and some players might pout, because they aren't allowed to use their extremely useful idea. But that can be helped by letting the other pcs help. The dump one could still give hints, as he has a kind of idea what to do/say, but isn't smart/eloquent enough to give it a concrete form.

3.: sometimes, you can use following method:

  1. let the players say what they want to try e.g. "I try to persuade the guard to let me go."
  2. Let them roll normally, if they don't give further specifics.
  3. Let them role play the outcome.

Pros: you play By the rules and you can still role play. Can safe time by not having the player explain exactly what he wants to do, even if he doesn'teven come to attempt to use his idea.

Cons(?): you stop the PC completely from using the player skill for this short situation. And it can hinder immersion as you don't follow the simple conversation, but stop to say what you want instead first. (This does only apply when the gm directly understands what the player wants. )

Example: My kinda trouser less ranger, surprises the looting gentleman with a suitcase full of granades. Me: I try to calmly greet him and convey, that I am a sane human (couse outside its roaming with zombies) and not evil, as he isn't looting my stuff. Gm: roll charisma rolling crit. fail Gm: critic fail. What do you say? Me: BUUUUUUUUURP!!!! *gentleman flees and falls down balcony.

  1. In my opinion a few dirty secrets or a silver tongue are a tool (an awesome idea is, too). They gain you as much leverage against a guard as a crowbar against a boulder. And thus, I give advantages for using them, if they seem appropriate. The bonus depends on how good an idea is. If you are simply saying that you have proof for a guards misdeeds, you have to be confident. And thus the success depends on a simple roll and the background of the npc. If you have a clever idea or information or a appropriate tool, u give bonus.

    • Pros: the players get benefits for good role playing. This encourages to role play and rewards good ideas, which furthers immersion. and that brings fun.

    • Cons: don't see any. It might only be a problem, when you play a game with a person, that strictly holds to the rules and has a other understanding.

  2. A clever idea, a good tool and wise words aren't simply lying around. You have to have them. Tools can be found in chests. Ideas and words can be found in the charakters brain. If a eloquent/smart player of a low charisma/intelligence character wants to use words or an idea, not befitting of his stats, just let him roll for it. Dump people have good ideas from time to time, too. It's just less likely. If the PC succeeds, he/she may use the player's ideas/words.

    • Pros: you put player skill and character stats into account. And I find it rather logical. E.g.: Once I watched a rpg on yt and the party got sucked in a npc's psychotic mind. At some point they had no idea what's going on, but I could understand the situation, because I read a manga with a mentally ill character, with the exact same illness just two months ago. I might not have extremely high stats in psychological knowledge, but I still succeeded to know this.

      Other example: im not very charismatic or eloquent. Some time ago I wanted to compliment a friend with a little joke. It sounded really dump to me, after I said it, but my friend was really happy and this i guess it was a success.

    • Cons: one extra roll and some players might pout, because they aren't allowed to use their extremely useful idea. But that can be helped by letting the other pcs help. The dump one could still give hints, as he has a kind of idea what to do/say, but isn't smart/eloquent enough to give it a concrete form.

  3. Sometimes, you can use following method:

    1. let the players say what they want to try e.g. "I try to persuade the guard to let me go."
    2. Let them roll normally, if they don't give further specifics.
    3. Let them role play the outcome.

     

    • Pros: you play By the rules and you can still role play. Can safe time by not having the player explain exactly what he wants to do, even if he doesn'teven come to attempt to use his idea.

    • Cons(?): you stop the PC completely from using the player skill for this short situation. And it can hinder immersion as you don't follow the simple conversation, but stop to say what you want instead first. (This does only apply when the gm directly understands what the player wants. )

    Example: My kinda trouserless ranger, surprises the looting gentleman with a suitcase full of grenades

    Me: I try to calmly greet him and convey, that I am a sane human (couse outside its roaming with zombies) and not evil, as he isn't looting my stuff.

    Gm: roll charisma rolling crit. fail

    Gm: critic fail. What do you say?

    Me: BUUUUUUUUURP!!!! *gentleman flees and falls down balcony.

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