[RPG] Are there concrete advantages for being proficient at social skills in a table that rewards roleplaying these interactions

dnd-5eroleplayingsocial-stats

I'm a new DM running D&D 5e's LMoP with a small group of new players.

So far everyone is having fun even though we're all learning on the fly, which I think is great. But there have been situations where I as a DM have had to adjudicate the use of social interactions against NPCs, but I'm unsure if I should be letting the dice determine outcomes of conversations against NPCs or if letting roleplay dictate how much information I can give out about the NPC's reactions and words.

Let's say that on our table, a player can get as much information from an NPC if they give out compelling arguments against an NPC while trying to convince them about something with Persuasion or Deception, or using in-character Intimidation.
Would there be concrete benefits of having proficiency in these skills if a player can roleplay them well even without the proficiency bonus?

I'm trying to determine what would be most fun for the players in my table, and some players might feel it's a waste of skill usage to level skills they could be roleplaying out and getting similar results than rolling dice if they do not offer any concrete advantages. For example, I have a player that's great at roleplaying out their character and more interested in making his character skillset be like the one he wants to roleplay, and another one who is interested mostly in making his character efficient at his role with the roleplay being incidental after the fact he chooses a skill that benefits the game mechanics.

I would probably change my method of adjudication and the use of dice depending on what's most fun for the players.

Maybe I'm overlooking something here and should be ruling things way differently though…

I own the PHB and MM only (slowly working on getting the core books if the group actually liked to play), so if there is any info about this on the DMG then I'm not privy to it yet.

Best Answer

It depends on your table, so ask your table; here are some different ways I've run it at my own

There are a few different ways I've tackled the "RP vs. skill level problem" and I usually just ask the group which they'd prefer unless a campaign demands one method over another:

  1. RP determines everything, no skill checks exist

    Note that this doesn't completely remove skill proficiencies from being helpful; they may still have in-combat uses or some sort of other feature might call for a skill check, but this is far from an ideal option. (You may end up having to rearrange class proficiencies as many end up being near-useless)

  2. RP determines the result, skill check determines any additional circumstances

    Here I have the character (player) RP and this (depending on how well they do it) determines what the result of the NPC encounter is. I then have them make a check to see whether it goes off with some extra stipulations, perhaps nothing goes wrong, or the NPC throws in an extra incentive. One benefit of this style is that it prevents players from having to RP characters who are less, or even worse more persuasive/whatever than themself. An often difficult thing to do, but one that can be done.

  3. Skill check determines the result, RP determines additional circumstances

    This is basically the above but reversed, putting less pressure on the Player's ability to perform the skill as RP and more of fate is left up to the dice and the character's own proficiency in said skill.

  4. Skill check determines everything, RP simply follows

    Here the player (though not the character) already knows whether they succeed or fail, which gives them a bit of an idea of what to be arriving for. They can model how well they argue based off of the roll, some tables have preferred this method but it certainly teeters on the edges of meta-gaming and is hard to get a good balance for. It also still promotes having a high skill level as this increases the odds of a good result, and even is the only way to get a great result.

  5. Skill level determines possible results

    This is the method I most often use though it is unusual. Here I have thresholds like the following: if your passive persuasion is at least 16, you can get the great result, otherwise you can only get a good result. This method leaves less up the rolls of the dice, and gives a greater benefit to simply having a greater proficiency in some given skill. You'll note that I've left out how to actually determine the result and that's because when using this method I always ask my table how they want this to work. Sometimes there is no skill check at all, sometimes the RP is just for flavor and the passive score dictates everything (though this has the negative side-effect of promoting just having one party member being good at each skill and thus nearly-always succeeding at any sort of skillful endeavor).

Overall you've got a lot of options, including many besides the ones here, for how to handle RP and skill checks. Sometimes, unavoidably, they won't line up or really agree with each other at all, and I suggest discussing what to do in this sort of scenario with your players. If the RP is phenomenal and the dice give you the absolute worst roll perhaps some sort of bonus is in order? One thing you could do is give advantage to a check if the RP is particularly good, I've done this before as a inspiration-esque method of promoting quality RP from my players.

There are many other things to consider as well, such as quality of RP, creativity, and other less quantifiable and more qualitative aspects of the game. The bottom line (for me) is to ask your players what they want to see in the game.