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Naanomi
2015-06-20, 05:59 PM
After a TPK (second one since 5e), my group decided to coordinate their party composition a bit more, and after some discussion decided they were going to make an entirely Charisma based party. Their goal is to, unlike other adventurers, always try talking first before fighting breaks out.

Starting at 4th level...

Variant Human Devotion Paladin, Acolyte
Lawful Good
STR: 16
DEX: 8
CON: 14
INT: 8
WIS: 10
CHA: 16
Religion, Insight, Persuasion, Athletics, Perception
Common, Celestial, Infernal, Abyssal
Great Weapon Mastery, Polearm Mastery
Oath of Devotion, Great Weapon Fighting

1/2 Elf Lore Bard, Merchant
True Neutral
STR: 10
DEX: 14
CON: 14
INT: 12
WIS: 12
CHA: 18
Persuasion, Insight, Deception, Perception, Acrobatics, Stealth, Investigation, History, Nature, Survival
Common, Elven, Gnomish, Goblin, Undercommon
Dulcimer, Pan Flute, Horn
College of Lore
Expertise: Perception, Insight
Mage Hand, Minor Illusion, Vicious Mockery
Charm Person, Comprehend Languages, Cure Wounds, Tasha's Hideous Laughter
Enhance Ability, Lesser Restoration, Suggestion

Lightfoot Halfling Human Fey/Chain Warlock, Criminal
Chaotic Good
STR: 8
DEX: 16
CON: 14
INT: 10
WIS: 10
CHA: 18
Common, Halfling
Deception, Stealth, Persuasion, Perception
Thief Tools, Dice
Fey Patron, Pact of Chains (Sprite)
Agonizing Blast, Devil's Sight
Eldritch Blast, Friends, Magic Stone
Armor of Agathys, Hex, Sleep
Darkness, Calm Emotions

Variant Human Dragon Sorcerer, Noble
Lawful Neutral
STR: 8
DEX: 16
CON: 14
INT: 10
WIS: 8
CHA: 18
Common, Draconic, Dwarvish, Orcish
History, Persuasion, Arcana, Stealth, Perception
Chess
Elemental Mastery (Fire)
Gold Dragon Heritage
Twin Spell, Subtle Spell
Control Flames, Create Bonfire, Firebolt, Mending, Prestidigitation
Burning Hands, Shield
Agganzar's Scorcher, Mirror Image, Searing Ray

So... thoughts on how as a GM to allow them to flex their social muscles without completely allow them to talk through way through every problem? Anything I should look out for with this makeup?

Jamesps
2015-06-20, 08:53 PM
One option is to actually make it so that they /can/ talk their way through everything, but make it difficult enough that they'll occasionally fail and have to resort to violence (or something else).

Statistically speaking, even if you make social skills an option for every encounter, they're still going to fail some number of them. If you want this number to be greater, just include some harder social encounters and let the dice and player goofs be responsible for your variety.

zinycor
2015-06-20, 09:30 PM
Some monsters don't even have a language, so encounters with them wouldn't be social, but, gathering information about them beforehand could prove very useful, If you have a monster that can't be reasoned with, have the population know about this monster, so the players can gather information about it and when they face it be kinda ready to face it.

This doesn't mean you can throw some surprises in there, but for the most part information could prove to be the best tool.