@bored said in Eliminating social stats:
Shockingly a new poster is arguing about this as if we haven't read literally everything they just typed dozens of times before!
It's irrelevant whether they are a new poster or not. He (or she) who's never beaten a dead horse before can cast the first stone.
@Lain said in Eliminating social stats:
This is comparable to what you're suggesting by demanding that players make "believable" lies before the die roll is made. Expecting players using a specific social skill to know how to use that social skill in real life is like expecting every player with a high-Science character to personally have high-Science in real life.
That is kind of a main point against social skills though. See, unlike making meth (or hacking into the FBI database, repairing a car, etc) we actually play out the socialization parts. No one walks into a scene and goes "OOC: Hey, my character says hi and hangs out with y'all. +roll presence+socialize". No one, ever, and that's a good thing since that's basically ... well, the roleplay. People pose what they say, articulate what they want, tell others how it is said in as much detail and conviction as they care to go into.
So this is a real issue with these skills - politics, lying, manipulating, etc - when the roleplay points in one direction and the skills in a different one. If a guy comes to my PC, makes a fucking dumb proposal while insulting my woman in the process and he's caught at a lie but has high social stats then apparently I'm supposed to ignore the roleplay and just go with the results of a roll? Yes. That's... basically what MU* systems say. If I don't then I'm not playing right.
Well, I think that's a bad way of doing things. It just doesn't make sense. This social stuff is not the same as everything else, it cannot be safely and easily abstracted like everything else. Poses cannot be abstracted, they are explicit so we can't just separate their content from the mechanics.