Hey all,
I'm going to be running a Hell's Vengeance game soon and I was hoping to get some advice on an issue I've seen in quite a lot of games.
Often I find characters without social skills (intimidate, bluff or diplomacy) are often reluctant to get involved in dialogue as they fear being forced into a skill check they will likely fail. The result is often one or two players hogging the majority of social/talking encounters despite other players wanting to take part but being scared to.
I was considering a few different approaches:
1. Roll intimidate, bluff and diplomacy checks in secret and give players large circumstantial bonuses if they say something that chimes especially well with the NPC. My biggest concern with this is whether it would damage player agency, it also has the ability to invalidate certain class abilities like inspiration.
2. Treat group social skills as communal, so if a diplomacy check is required the highest diplomacy check in the group would be rolled. This is often an approach you see in CRPGs, but I'm not sure it translates very well to the tabletop.
3. Give every character some extra skill points per level to spend purely on social skills, so every character has a social niche they can fill. Biggest downside here is probably giving certain characters too many skill points, but that may not be the end of the world.
Any suggestions would be welcome.