@@ -477,7 +477,8 @@ It's also hard playing a non-social character.
You have been lumped with a character with a Charisma Penalty of -4 and by all the gods you intend to roleplay it, so it's time to ask the town \gls{warden} which lady he stole his robe from and then wipe your mouth with the tablecloth.
But the other players are not impressed; all they can see is someone intentionally ruining the encounter rather than the fun-loving, amazing improviser that you are.
Consider the following solution: tell the players that if they wish to speak, they must roll \roll{Charisma}{Empathy} or \roll{Wits}{Whatever}, then set the \gls{tn} for the encounter.
Consider the following solution: when players want their character to speak, \gls{gm} tells them to roll \roll{Charisma}{Empathy} or \roll{Wits}{Whatever}, then sets the \gls{tn} for the encounter.
The dice determine the results, but the player \emph{interprets} the dice.