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Cake day: July 12th, 2023

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  • I see where you’re coming from, and more power to you if that works at your table. In my mind, Charisma accounts for how you present your arguments and how receptive people are going to be, not the contents of your arguments. It’s totally valid to say your character could make better arguments than you, but that would depend on intelligence or wisdom (depending on whether they’re logical or emotional arguments). So we would typically break character to figure out what the arguments are going to be.

    When characters have higher intelligence than their players, I typically collaborate with them in a form of pseudo-metagaming, acting as a supplementary brain for the character. I readily give them / remind them of relevant facts and suggest things that I think might work. For high wisdom characters, I would let them roll an insight check to get a better idea of what emotional arguments might help.

    With this, the player can form their arguments before I decide whether we proceed or roll. I realize this might sound tedious, but I think it works well as a way for my players to RP high INT/WIS/CHA characters. And we wouldn’t do this for every conversation, only major ones. Sometimes we just want to move things along and I do just assume the character would likely come up with a decent argument, and ask for a Charisma (persuasion) roll — or even Intelligence (persuasion) or Wisdom (persuasion) if it seems appropriate.

    I’m not saying our way is the correct way, it’s just the way we do things and it works for us. My players don’t find it to be unfair.


  • The way I see it, there’s nothing wrong with voicing your opinion, especially between games. Saying “hey, I feel like the fantasy of my character isn’t coming to life, is there any way I could get you to take the Charisma score of my character in greater consideration during social interactions going forward?” after a game is a great way to deal with that. That said, there’s only so much that Charisma can account for. No matter how charismatic you are, you won’t persuade a king to give up his kingdom. Your DM likely thinks your arguments are just too weak for you to persuade someone, regardless of your Charisma. Maybe their expectations regarding your wit and roleplay are too high, or maybe you need to re-evaluate your expectations of what is possible in your game.


  • 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.













  • I’ve run and played in games with no magical healing, and even in games with healers, I find stabilization checks to be relatively common, especially in parties of 2 or 3 where your healer is typically also your front liner (paladin or cleric) and can go down. I don’t tend to tell them the number of successes and failures, but I do tell them whether they succeeded or failed in stabilizing and how close their teammate is to death. Something like “while you fail to stop the bleeding, her injuries don’t seem life-threatening yet” or “he’s still alive, but every breath he draws grows weaker, and you fear the next may be his last”. I prefer to stick to natural language when I can.