Jester David
Hero
When the DM should ask for a Charisma (Persuasion) or Diplomacy check?
The method I've seen most often in play is that the player makes an argument and then the DM calls for a Persuasion check. Or Intimidation/ Bluff depending on how the interaction is presented.
Occasionally,the DM will modify the DC based on the results of the roleplaying that occurred before the check was made. Which is tricky as it adds two points of failure: you either do a bad job or roleplaying and the DC goes up, or the roll is bad. And occasionally you get the situation where they character says all the right things and does a beautiful speech but then rolls a "1".
The alternative tends to drop the roleplaying and acting and just has the character declare they're making the check and rolling.
It occurs to me that we're doing this backwards. That the second method is closer to the desirable course of play. We should roll the Charisma check first and then act out the actual discussion. We should find out the result of the check and then roleplay based on how well we rolled. If the player rolls terribly, they should modify what they were going to say based on that result. But in a good roll, they can really try and say something memorable, possibly with prompting by the rest of the table.
Or even the DM. Instead of the DM modifying the DC of the check, they should give cues and modify how the player is roleplaying at the table, suggesting taking points.
Thoughts?
The method I've seen most often in play is that the player makes an argument and then the DM calls for a Persuasion check. Or Intimidation/ Bluff depending on how the interaction is presented.
Occasionally,the DM will modify the DC based on the results of the roleplaying that occurred before the check was made. Which is tricky as it adds two points of failure: you either do a bad job or roleplaying and the DC goes up, or the roll is bad. And occasionally you get the situation where they character says all the right things and does a beautiful speech but then rolls a "1".
The alternative tends to drop the roleplaying and acting and just has the character declare they're making the check and rolling.
It occurs to me that we're doing this backwards. That the second method is closer to the desirable course of play. We should roll the Charisma check first and then act out the actual discussion. We should find out the result of the check and then roleplay based on how well we rolled. If the player rolls terribly, they should modify what they were going to say based on that result. But in a good roll, they can really try and say something memorable, possibly with prompting by the rest of the table.
Or even the DM. Instead of the DM modifying the DC of the check, they should give cues and modify how the player is roleplaying at the table, suggesting taking points.
Thoughts?