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	<title>Comments on: Do You Give Bonuses/Penalties to Skill Checks for Roleplaying?</title>
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	<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Cliff Nickerson (kaelbane)</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-11058</link>
		<dc:creator>Cliff Nickerson (kaelbane)</dc:creator>
		<pubDate>Tue, 22 May 2007 19:37:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-11058</guid>
		<description>I used to let Etiquette skills give saving throws against saying something offensive to an NPC. Now I feel that this is kind of silly. If the players haven&#039;t picked up what&#039;s offensive to the NPC, there&#039;s a problem with my presentation of the NPC or gameworld.

I feel the same way about giving &quot;hints&quot; about what the PC &quot;should say&quot; during negotiations. If you&#039;re running the world the players want, they&#039;ll know what they should say, what&#039;s offensive, etc. If they don&#039;t, maybe it&#039;s time to re-evaluate the game.</description>
		<content:encoded><![CDATA[<p>I used to let Etiquette skills give saving throws against saying something offensive to an NPC. Now I feel that this is kind of silly. If the players haven&#8217;t picked up what&#8217;s offensive to the NPC, there&#8217;s a problem with my presentation of the NPC or gameworld.</p>
<p>I feel the same way about giving &#8220;hints&#8221; about what the PC &#8220;should say&#8221; during negotiations. If you&#8217;re running the world the players want, they&#8217;ll know what they should say, what&#8217;s offensive, etc. If they don&#8217;t, maybe it&#8217;s time to re-evaluate the game.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-10975</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Fri, 18 May 2007 19:33:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-10975</guid>
		<description>(Roger) &lt;i&gt;Ummm… that’s not how Action Points work, under the RAW, at least as far as I know.&lt;/i&gt;

Probably a poor example -- that&#039;s how my group uses them, although it&#039;s not in the RAW. ;) Substitute &quot;bennie systems&quot; instead.</description>
		<content:encoded><![CDATA[<p>(Roger) <i>Ummm… that’s not how Action Points work, under the RAW, at least as far as I know.</i></p>
<p>Probably a poor example &#8212; that&#8217;s how my group uses them, although it&#8217;s not in the RAW. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  Substitute &#8220;bennie systems&#8221; instead.</p>
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		<title>By: Roger</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-10974</link>
		<dc:creator>Roger</dc:creator>
		<pubDate>Fri, 18 May 2007 19:23:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-10974</guid>
		<description>&gt; This is why I like mechanics like Action Points so much: When a player does something awesome, they get a bennie.

Ummm... that&#039;s not how Action Points work, under the RAW, at least as far as I know.</description>
		<content:encoded><![CDATA[<p>&gt; This is why I like mechanics like Action Points so much: When a player does something awesome, they get a bennie.</p>
<p>Ummm&#8230; that&#8217;s not how Action Points work, under the RAW, at least as far as I know.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-10973</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Fri, 18 May 2007 18:14:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-10973</guid>
		<description>(Abulia) &lt;i&gt;I find the question to be based on faulty reasoning that somehow social checks necessitate special mechanics. From a meta game design standpoint, the GM’s interest should be in all checks — and engaging the players fully — social or otherwise.&lt;/i&gt;

This is the aspect of Walt&#039;s question that kicks my brain in the nuts.

Gross generalization: Most RPGs don&#039;t offer as many ways to play a kickass social character as they do a kickass combat character, so social characters need a bit of extra help. Social systems also tend to be fuzzier than combat mechanics, and thus encourage more latitude on the GM&#039;s part.

I see this issue coming down to what people want out of their games. The GM might want her players to roleplay more, while some of her players might prefer to let the dice handle social scenes and other players prefer getting bonuses for roleplaying social stuff. How do you treat everyone fairly in a case like this?

This is why I like mechanics like Action Points so much: When a player does something awesome, they get a bennie. It doesn&#039;t matter if the awesome thing was social, combat-related, funny to everyone else at the table -- the system is flexible enough to apply to everything.

My gut, though, tells me that players who put forth the effort to get really into &lt;i&gt;any&lt;/i&gt; aspect of the game should be rewarded with in-game benefits. And social skills, in my experience, are one of the areas where player involvement (or lack thereof) really stands out.

I&#039;m not sure any of that rambling made sense, though. ;)</description>
		<content:encoded><![CDATA[<p>(Abulia) <i>I find the question to be based on faulty reasoning that somehow social checks necessitate special mechanics. From a meta game design standpoint, the GM’s interest should be in all checks — and engaging the players fully — social or otherwise.</i></p>
<p>This is the aspect of Walt&#8217;s question that kicks my brain in the nuts.</p>
<p>Gross generalization: Most RPGs don&#8217;t offer as many ways to play a kickass social character as they do a kickass combat character, so social characters need a bit of extra help. Social systems also tend to be fuzzier than combat mechanics, and thus encourage more latitude on the GM&#8217;s part.</p>
<p>I see this issue coming down to what people want out of their games. The GM might want her players to roleplay more, while some of her players might prefer to let the dice handle social scenes and other players prefer getting bonuses for roleplaying social stuff. How do you treat everyone fairly in a case like this?</p>
<p>This is why I like mechanics like Action Points so much: When a player does something awesome, they get a bennie. It doesn&#8217;t matter if the awesome thing was social, combat-related, funny to everyone else at the table &#8212; the system is flexible enough to apply to everything.</p>
<p>My gut, though, tells me that players who put forth the effort to get really into <i>any</i> aspect of the game should be rewarded with in-game benefits. And social skills, in my experience, are one of the areas where player involvement (or lack thereof) really stands out.</p>
<p>I&#8217;m not sure any of that rambling made sense, though. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Do You Limit Character Options? - Treasure Tables</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-10959</link>
		<dc:creator>Do You Limit Character Options? - Treasure Tables</dc:creator>
		<pubDate>Fri, 18 May 2007 14:19:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-10959</guid>
		<description>[...] TT reader and RPG freelancer Walt Ciechanowski (Walt C. in the comments) is full of good questions (his last one was Do you give bonuses/penalties to skill checks for roleplaying?). Via email, here&#8217;s another question from Walt (thanks, Walt!): [...]</description>
		<content:encoded><![CDATA[<p>[...] TT reader and RPG freelancer Walt Ciechanowski (Walt C. in the comments) is full of good questions (his last one was Do you give bonuses/penalties to skill checks for roleplaying?). Via email, here&#8217;s another question from Walt (thanks, Walt!): [...]</p>
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		<title>By: Telas</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-10928</link>
		<dc:creator>Telas</dc:creator>
		<pubDate>Wed, 16 May 2007 04:08:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-10928</guid>
		<description>I like the &quot;interpret intent by the interaction, but interpret results by the numbers&quot; approach.  I&#039;ve got a very smart player running a Monk with 6 Charisma.  After wrestling with it a bit, I just decided one day that his 6 Cha represented his innate ability to get on people&#039;s nerves, regardless of what he said.  

So, during a planning session, the Monk points out a flaw in the enemy&#039;s plans.  The militia commander (who they were working for) looks up and says, &quot;Who the hell let you in here?  Get out.&quot;  And then they discussed the point he had raised without him.</description>
		<content:encoded><![CDATA[<p>I like the &#8220;interpret intent by the interaction, but interpret results by the numbers&#8221; approach.  I&#8217;ve got a very smart player running a Monk with 6 Charisma.  After wrestling with it a bit, I just decided one day that his 6 Cha represented his innate ability to get on people&#8217;s nerves, regardless of what he said.  </p>
<p>So, during a planning session, the Monk points out a flaw in the enemy&#8217;s plans.  The militia commander (who they were working for) looks up and says, &#8220;Who the hell let you in here?  Get out.&#8221;  And then they discussed the point he had raised without him.</p>
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		<title>By: Abulia</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-10927</link>
		<dc:creator>Abulia</dc:creator>
		<pubDate>Wed, 16 May 2007 02:54:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-10927</guid>
		<description>&lt;i&gt;&quot;It now seems to me that if you want to encourage a collaborative storytelling, you should offer bonuses for good roleplaying throughout the game, whether the player comes up with an excellent ruse to sneak into the town or if he describes an awesome hammer strike against the ogre knight.&quot;&lt;/i&gt;

Agreed (as others have said as well).

I find the question to be based on faulty reasoning that somehow social checks necessitate special mechanics. From a meta game design standpoint, the GM&#039;s interest should be in all checks -- and engaging the players fully -- social or otherwise.

And yes, I provide bonuses -- for combat, social, or otherwise -- based on player input and involvement. If they take the time to go to another layer of depth and enhance the game then (I feel) that effort should be rewarded. The player helped enhance the experience for everyone.</description>
		<content:encoded><![CDATA[<p><i>&#8220;It now seems to me that if you want to encourage a collaborative storytelling, you should offer bonuses for good roleplaying throughout the game, whether the player comes up with an excellent ruse to sneak into the town or if he describes an awesome hammer strike against the ogre knight.&#8221;</i></p>
<p>Agreed (as others have said as well).</p>
<p>I find the question to be based on faulty reasoning that somehow social checks necessitate special mechanics. From a meta game design standpoint, the GM&#8217;s interest should be in all checks &#8212; and engaging the players fully &#8212; social or otherwise.</p>
<p>And yes, I provide bonuses &#8212; for combat, social, or otherwise &#8212; based on player input and involvement. If they take the time to go to another layer of depth and enhance the game then (I feel) that effort should be rewarded. The player helped enhance the experience for everyone.</p>
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		<title>By: Russell</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-10920</link>
		<dc:creator>Russell</dc:creator>
		<pubDate>Tue, 15 May 2007 20:30:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-10920</guid>
		<description>My policy is to have the players act out the role-playing, but use the skill rolls to determine the NPCs reaction.  A good roll means they interpret the player&#039;s words in the best possible light; a bad roll, in the worst possible light.  This is also modified by the original attitude of the NPC.  

This came up in play recently.  One of the players is somewhat blunt and has a short fuse.  I alternate DMing with another player, and in the game I don&#039;t DM, this player plays an equally hot-tempered character, who frequently has to be shushed.  But in my game, his character has a high Diplomacy skill, and is often the negotiator.  He makes a real effort, but is sometimes overly blunt, and the other players try to shut him up.   I had to make it really clear that the others should imagine the same thoughts being communicated much more politically, at least when the skill roll succeeds.  Otherwise, the player would be forced to always play the stereotypical hothead in every game, while I enjoy seeing him stretch.  (It&#039;s also adds a layer of ironic humor, when his blunt statements are answered cordially by evil NPCs.)</description>
		<content:encoded><![CDATA[<p>My policy is to have the players act out the role-playing, but use the skill rolls to determine the NPCs reaction.  A good roll means they interpret the player&#8217;s words in the best possible light; a bad roll, in the worst possible light.  This is also modified by the original attitude of the NPC.  </p>
<p>This came up in play recently.  One of the players is somewhat blunt and has a short fuse.  I alternate DMing with another player, and in the game I don&#8217;t DM, this player plays an equally hot-tempered character, who frequently has to be shushed.  But in my game, his character has a high Diplomacy skill, and is often the negotiator.  He makes a real effort, but is sometimes overly blunt, and the other players try to shut him up.   I had to make it really clear that the others should imagine the same thoughts being communicated much more politically, at least when the skill roll succeeds.  Otherwise, the player would be forced to always play the stereotypical hothead in every game, while I enjoy seeing him stretch.  (It&#8217;s also adds a layer of ironic humor, when his blunt statements are answered cordially by evil NPCs.)</p>
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		<title>By: Walt C</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-10918</link>
		<dc:creator>Walt C</dc:creator>
		<pubDate>Tue, 15 May 2007 15:10:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-10918</guid>
		<description>I&#039;ve been all over the map when it comes to this issue.  When I wrote my column over on RPGnet, I ended up arguing both sides.

Essentially, my current position is this: If you want a combat monster, build a combat monster.  If you want a Casanova, build a Casanova.

On paper, your character is only as good as her numbers.  To use d20 as an example, a character with a +10 Diplomacy should be better than one with a +4.  Some people would argue that a player&#039;s creative input (or &quot;roleplaying&quot; for lack of a better word) should be able to modify the skill check.

To break down the term, roleplaying means &quot;to play a role.&quot;  One could argue that if you give IC flowery speeches while the sheet suggests that the character is socially inept, then you aren&#039;t &quot;roleplaying.&quot;  You&#039;re essentially cheating by giving yourself extra points.

On the other hand, many gamers draw distinctions between social skills and combat.  Sarlax is correct to point out that a player that wants a combat monster can achieve that goal very quantitatively (&quot;you&#039;ve got a WHAT for Armor Class?&quot;  or &quot;How did you end up with a [insert obnoxiously high number here] to hit at Level 3?&quot;).  However, I have seen many Combat Monsters succumb to an early death due to their players&#039; &quot;creative input&quot; (in this case, bad tactical decisions).  I rarely ever hear a GM say &quot;You want your character to do what?  You better make a Knowledge (tactics) check first.&quot;

My biggest problem with awarding bonuses for good roleplaying is that it becomes a qualitative decision.  If you water it down to &quot;you get the bonus if you try,&quot; then you&#039;ve essentially granted everyone at the table a permanent bump in their skills.

In the end, you have to use what works best for your group.  I currently keep the numbers as they are, applying bonuses or penalties only in very particular circumstances.  My players and I enjoy roleplaying, and I usually hold off the skill rolling until there are real stakes involved.

Walt

P.S. This is tangential, but the digital product &quot;Skill Focus: Talking&quot; provides some great mechanics for combining roleplay and dicing with social skills.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been all over the map when it comes to this issue.  When I wrote my column over on RPGnet, I ended up arguing both sides.</p>
<p>Essentially, my current position is this: If you want a combat monster, build a combat monster.  If you want a Casanova, build a Casanova.</p>
<p>On paper, your character is only as good as her numbers.  To use d20 as an example, a character with a +10 Diplomacy should be better than one with a +4.  Some people would argue that a player&#8217;s creative input (or &#8220;roleplaying&#8221; for lack of a better word) should be able to modify the skill check.</p>
<p>To break down the term, roleplaying means &#8220;to play a role.&#8221;  One could argue that if you give IC flowery speeches while the sheet suggests that the character is socially inept, then you aren&#8217;t &#8220;roleplaying.&#8221;  You&#8217;re essentially cheating by giving yourself extra points.</p>
<p>On the other hand, many gamers draw distinctions between social skills and combat.  Sarlax is correct to point out that a player that wants a combat monster can achieve that goal very quantitatively (&#8220;you&#8217;ve got a WHAT for Armor Class?&#8221;  or &#8220;How did you end up with a [insert obnoxiously high number here] to hit at Level 3?&#8221;).  However, I have seen many Combat Monsters succumb to an early death due to their players&#8217; &#8220;creative input&#8221; (in this case, bad tactical decisions).  I rarely ever hear a GM say &#8220;You want your character to do what?  You better make a Knowledge (tactics) check first.&#8221;</p>
<p>My biggest problem with awarding bonuses for good roleplaying is that it becomes a qualitative decision.  If you water it down to &#8220;you get the bonus if you try,&#8221; then you&#8217;ve essentially granted everyone at the table a permanent bump in their skills.</p>
<p>In the end, you have to use what works best for your group.  I currently keep the numbers as they are, applying bonuses or penalties only in very particular circumstances.  My players and I enjoy roleplaying, and I usually hold off the skill rolling until there are real stakes involved.</p>
<p>Walt</p>
<p>P.S. This is tangential, but the digital product &#8220;Skill Focus: Talking&#8221; provides some great mechanics for combining roleplay and dicing with social skills.</p>
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		<title>By: froidhiver</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-10917</link>
		<dc:creator>froidhiver</dc:creator>
		<pubDate>Tue, 15 May 2007 15:00:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-10917</guid>
		<description>As ScottM, I think the dice should control the result of the action. But unlike him, even if what he proposes is the best option I&#039;ve read this far (without penalizing the player who choses the social skills instead of the more &quot;practical&quot; skills), I think we should look at the roleplay as if it was a bonus with no action before the result and a bonus if the character pass the test only. This way, a Player without any social skill would still play a &quot;silvertongued&quot; character with no added difficulty and some hope to touch a bonus if he ever finds something witty to add to his roleplay. 
I would ask for the RP, roll the dice and give a pat on the back or an added RP bonus via the NPC for a good RP if the skill passed.
You reward the good RP and it promotes &quot;RPGwitts&quot; in your game without ressentement for a bad RP or a bonus-not-given-where-it-should-have-been.
:)</description>
		<content:encoded><![CDATA[<p>As ScottM, I think the dice should control the result of the action. But unlike him, even if what he proposes is the best option I&#8217;ve read this far (without penalizing the player who choses the social skills instead of the more &#8220;practical&#8221; skills), I think we should look at the roleplay as if it was a bonus with no action before the result and a bonus if the character pass the test only. This way, a Player without any social skill would still play a &#8220;silvertongued&#8221; character with no added difficulty and some hope to touch a bonus if he ever finds something witty to add to his roleplay.<br />
I would ask for the RP, roll the dice and give a pat on the back or an added RP bonus via the NPC for a good RP if the skill passed.<br />
You reward the good RP and it promotes &#8220;RPGwitts&#8221; in your game without ressentement for a bad RP or a bonus-not-given-where-it-should-have-been.<br />
 <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Mark</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-10915</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Tue, 15 May 2007 14:36:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-10915</guid>
		<description>In our first foray into Shadowrun, I tried to hack some sort of security program whilst my pals were in a battle. -My GM handed me an envelope. Inside was a factoring problem.

F&#039;n hilarious.

Somethings are best rolled. However, I personally think a system that lets you roll instead of roleplay is less fun than one that doesn&#039;t.</description>
		<content:encoded><![CDATA[<p>In our first foray into Shadowrun, I tried to hack some sort of security program whilst my pals were in a battle. -My GM handed me an envelope. Inside was a factoring problem.</p>
<p>F&#8217;n hilarious.</p>
<p>Somethings are best rolled. However, I personally think a system that lets you roll instead of roleplay is less fun than one that doesn&#8217;t.</p>
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		<title>By: Roger</title>
		<link>http://www.treasuretables.org/2007/05/do-you-give-bonusespenalties-to-skill-checks-for-roleplaying/comment-page-1#comment-10908</link>
		<dc:creator>Roger</dc:creator>
		<pubDate>Tue, 15 May 2007 05:15:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=726#comment-10908</guid>
		<description>&gt; Do you award bonuses for good play?

Yes.

Of course, &quot;good play&quot; doesn&#039;t necessarily mean being clever, or witty, or long-winded, or a good actor, or any of that.

It means they&#039;re contributing to the game, and to the enjoyment of the people in the game.</description>
		<content:encoded><![CDATA[<p>&gt; Do you award bonuses for good play?</p>
<p>Yes.</p>
<p>Of course, &#8220;good play&#8221; doesn&#8217;t necessarily mean being clever, or witty, or long-winded, or a good actor, or any of that.</p>
<p>It means they&#8217;re contributing to the game, and to the enjoyment of the people in the game.</p>
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