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D&D 5E Persuade, Intimidate, and Deceive used vs. PCs

Tony Vargas

Legend
I haven't heard anyone complaining about social skills being too powerful. I think that's a pretty huge misunderstanding of what's being discussed.
It's an understandable concern for anyone who's run afoul of the 3.x 'Diplomancer' builds, though.

The concept that bothers me about this discussion is having game mechanics that only work one way. A game mechanic should either work all the time or not be in the game. Having something that works differently for the GM as it does for players seems somehow to be "cheating" to me. I don't like "PC-only rules" and "GM-only rules".
That's a legitimate philosophical position, I suppose. Obviously, 5e, to Empower DMs, has the rules treat them very differently. Players need to follow the rules, DMs get to interpret, change, and over-rule them.

That doesn't technically stop the DM from codifying the rules up-front and letting himself be bound by them.

Also, the rules can be different for the DM and player, but still the same for PC and NPCs... (though, again, 5e doesn't tend that way, with monster/NPC write-ups being different from PC).

If a player can use a game mechanic for their character to do something (in this case, influencing the behaviour of an NPC through intimidation) then the GM should be able to use the same mechanic (influence the behaviour of a PC through intimidation).

Several posters in this thread have stated that influencing the behaviour of a PC is bad, that it removes player agency. I agree with them, though I wonder what the difference is between an NPC charming a PC and an NPC intimidating a PC?
They do change attitudes in different directions as well as by different mechanisms and different mechanics. But a key difference I think you're getting at is that the success/failure of Charm is based on the abilities of both the caster and the target. The caster's stat & slot level determine DC, while the target's save bonus and check determine success/failure. With intimidate, the DM might set a DC based on some judgement about the subject of the check and the situation, but there's not just some formula for it.

However, I think that if the GM must respect player agency then the players must respect GM agency. For example, if NPCs are not allowed to intimidate PCs then PCs should not be allowed to intimidate NPCs.
The DM can always rule an attempt fails without calling for a check.

I want a mechanic that allows for coercion in both directions while keeping some amount of agency. Is such a game mechanic possible?
Sure, it just needs to be based a mechanical resolution system based on definable abilities of the characters involved. Part of the problem is there's no modeling of, say 'bravery' that's consistent/correlated with character types that should be exceptionally brave (like Fighters). Instead, we have CHA checks and WIS saves and the like as the closest analogues. So, if you depend on the mechanics, you get inappropriate results and the sense that agency has been violated. It's not that the result of a check (be it CHA check or WIS save) determining the attitude or emotional response or even actions of a PC is a violation of agency. If the player had the option to determine how resistant his character was to such abilities in a way that was consistent with character concept and reasonably balanced, then he'd still have agency.
 

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Hriston

Dungeon Master of Middle-earth (he/him)
saying that I intimidated you is not the same as saying you have to do what I say... some people you don't want intimidated... because they pull guns and shoot you... fight or flight is very tricky that way

Then why would the goal of an adventurer ever be to induce a fight or flight response? It sounds like an unreliable approach in your games. Of course, to me, retaliating with gunfire doesn't sound like the act of someone who's intimidated.






I disagree by using the ingame narrative it's LESS a wargame and more roleplaying...

I'm not 100% sure what you mean by "using the ingame narrative", but if that means rolling the dice instead of asking the players to find out what their characters do, I don't see much roleplaying going on there.



I disagree again... the whole point of an intimidate check is the answer "How intimidating is the character"

Not really. It's to answer the question, "Is the character intimidating enough to get what they want out of this interaction?"




except others in this thread have said they don't use the stats because you have to 'learn to roleplay'

I don't know who said that, and I disagree with the sentiment implied by that remark. Roleplay, for me, is having all the abilities on your character sheet at your disposal and deciding what to do with them. If your character is good (or bad) at social interaction, you should have the benefit (or detriment) of your character's abilities. This doesn't change the fact that you are the one deciding what it is your character is doing and trying to accomplish with those abilities.



I'm in no mood to play word games with my PCs trying to invoc an out of game response everytime I want an in game one...

It's not a word game. It's something you are probably already doing. It works like this: Your players identify with the characters they've created and desire that they will continue to exist in the game-world to have more adventures and increase in ability. You present a challenge to the players they know could well put an end to their characters. Fearing for the safety of their characters, the players make decisions for them motivated by self-preservation.




and as I said above... unless your data turing off your emotions... same for intimidation...



the result of getting hit is you take damage "how does your character react"
the result of getting a social fail is you are intimidated "how does your character react"
seems the same to me

When you get hit there's a mechanical effect. You lose hit points. What's the mechanical effect of being intimidated?



I got hit, so I fall back
I got hit so I hit the guy that hurt me
I got hit but I ignore it to follow the plan to focus fire

all of those effect the narrative...

How are those choices different from the ones you would have made if you hadn't been hit?

except you aren't reacting to getting hit your negating the hit

You are using a reaction that triggers on a hit, so you are most certainly reacting to "getting hit", even if your reaction ends up negating the hit.
 

Hriston

Dungeon Master of Middle-earth (he/him)
your breathing technique will help you once you feel scared or intimidated, but they wont stop the intial body build up... I would be totally cool with you RPing that in the middle of my haunted house game... or not if you don't want to.

Controlling your breathing while visualizing a fear-inducing situation, such as one in which someone is trying to intimidate you, can make that situation less frightening when it actually happens. Would it be okay with you if I RPed that I had practiced this technique before coming to the haunted house and so wasn't as scared as you thought I was?
 


Majoru Oakheart

Adventurer
The concept that bothers me about this discussion is having game mechanics that only work one way. A game mechanic should either work all the time or not be in the game. Having something that works differently for the GM as it does for players seems somehow to be "cheating" to me. I don't like "PC-only rules" and "GM-only rules".
It really isn't. The DM does a lot of things differently than PCs. Monsters work differently than PCs. DMs set DCs at whatever they think is appropriate so they can set a DC 25 or 30 to something they think should be near impossible. They don't have to follow "rules" to do that. The DM and players ALWAYS use different rules.

There was a section in the 4e PHB(or the DMG, I always forget which one) talking about social skills and players. It explicitly said that social skills do NOT work on PCs and you should never use them on them. That interactions between NPCs and PCs should be done via roleplaying and the PCs get to decide how to act in any situation. It suggested that you might use something like Insight to give the PCs INFORMATION but never to tell them what they think or do. So, making a an Insight check might tell you that the NPC is being a little shady and is concealing something, though you aren't really sure what. The player is allowed to decide that their character is trusting and just writes it off as the NPC being nervous or being a secretive person. Just like if they fail an Insight check, you can tell them that they can't tell if the person is lying or not. Then the player can decide that their PC thinks there's just too much evidence that the person is lying and confront them about it. It also says that in general, PCs should never use skills against each other at all. They just roleplay out their interactions.

Although that section was in the 4e book and there isn't a similar section in the 5e book, there was a similar section with a little less detail in the 3e book. It's just a good general rule to apply in D&D. Players don't like being told what to do unless there is a magical compulsion to do something. Even then, they'll likely complain about being forced to do things they don't want to.

Several posters in this thread have stated that influencing the behaviour of a PC is bad, that it removes player agency. I agree with them, though I wonder what the difference is between an NPC charming a PC and an NPC intimidating a PC?
One is magic, mostly. It's that it's easier for a player to wrap their head around. They can picture themselves walking up to a big, nasty orc and saying "I'm not afraid of you!" and that option is being taken away from them. But if someone says "Try as you might to kill the enemy, your mind won't let you. It's like you are trapped in a waking dream, your body moves on its own. It's MAGIC!" then it's easy to understand. Magic is...well, magical. it doesn't follow the laws of physics. It doesn't exist in real life so players can easily say "I've never experienced magic before...so I don't know what it would feel like to be charmed. I'll follow what it says in the book."

But people have had people try to intimidate them or convince them before. People FEEL like they were 100% in control of their actions at the time. They DECIDED whether to be intimidated or convinced. Whether they were 100% in control of their actions or not or whether hormones, adrenaline and various physiological effects on their body forced them to act one way or another is probably a debate better had by scientists or philosophers. However, people FEEL they were in control the whole time. They expect that same control in a D&D game.

However, I think that if the GM must respect player agency then the players must respect GM agency. For example, if NPCs are not allowed to intimidate PCs then PCs should not be allowed to intimidate NPCs
The real difference here is that the GM shouldn't really have "agency" in the same way that players do. It's a different sort of agency. Your agency is through the story, through multiple characters, and through your ability to decide rulings and guidelines on the fly.

If they players try to intimidate your NPC, you have a lot of choices in what happens. You set the DC on how hard it is to intimidate an NPC. You can decide that an NPC is unflappable and it takes a DC 30 check to succeed. You can decide what exactly happens when the PCs succeed in an intimidate check. Does the NPC give up his boss or does a successful intimidate check just cause him to commit suicide when he realizes he's going to die whether he gives up his boss or not?

The dirty little secret here is that social skills don't do anything at all unless you let them. People can succeed in a DC 30 Persuasion check and you can decide that the NPC still isn't convinced. The difference between the PCs and the DM is that the DM is supposed to see the big picture. The DM sees all the pieces and knows what is likely to happen next, what the plot of the adventure is, what the bad guys are planning, and so on. You can decide whether or not it would be fun to have the NPC be convinced or whether it would be more fun to send the PCs on a side quest to get something the NPC wants first.

Players don't think of the big picture. They don't want to. They want to think only of what their PC is doing or thinking at any one moment. That is all they have control over during the game so that is all that is important to them. They don't think "It'll be fun for me to be intimidated" they think "Really? The only thing I can do during a game is control my own character and that has been taken away from me."

I want a mechanic that allows for coercion in both directions while keeping some amount of agency. Is such a game mechanic possible?

I'd say no. Since even if the PCs intimidate an NPC, a VERY small portion of the DM's agency has been given up(the ability to control 1 character out of the thousands or millions he controls). Probably even 0 agency since the DM decided whether the intimidate worked in the first place. If the PC is told what to do by the DM then ALL of the player's agency has been removed.
 


dmnqwk

Explorer
As a DM, don't be afraid to lie, cheat and steal to win friends and influence PCs.

When it comes to persuasion, mention to the PCs there might be a big gold reward when they accomplish the task for the NPC. Bribe them with the prospect of huge rewards... then when they come to claim it, lie. If they ask you about it out of character, merely inform them that their character believed it was true, but that you never promised them anything.

For example:

NPC Quest Giver: If someone was to slay that blackhearted ogre for me, I might be inclined to reward them.
PC: Oh, and how much would you be offering.
NPC: Perhaps a sum of 200 gold
PC: Holy Hand Grenades, we'll do it!
*Much fighting ensues, Ogre is slain. PCs return with the head as proof*
PC: Pay up time, 200 gold please!
NPC: Oh, for what? Oh the Ogre... I merely implied I might be willing to offer it, do you have anything in writing?
*At which point the PC, who feels ripped off, decides to fireball the NPC only to find it's an illusion and the NPC is safely elsewhere.*

Having the PCs persuasion, deception and intimidation rolls leave repercussions every time would be a hassle for you, yet feel free to remember an innkeeper who is regularly ripped off might start getting bonuses to resist, or just offer disadvantage to the roll. He may even become hostile/confrontational (I always picture Eddie in UK TV show Hustle when I think of this).

As for Deception, always ensure you roll even if the NPC is being honest, it can be hilariously entertaining. And consider setting a benchmark for the roll of 15.
NPC and PC both exceeded 15, NPC won: You're not quite sure if he is lying or not. He seems truthful but your gut is acting up.
NPC exceeded 15, PC did not: He seems quite honest and trustworthy.
Both NPC and PC rolled below 15: The PC believes the opposite. if the NPC is lying, the PC is informed he is honest, but if the NPC was being honest, he is called a lying sack of poop.
PC exceeded 15, NPC did not: Give an honest appraisal of the situation. Either suggest he is a lying sack of poop, or he is honest and trustworthy.

Opposed rolls dont always need to just be against each other, it's more fun to sometimes allow dismal failure on both parts.

Intimidation:
A success of 1-5 points for the NPC would result in informing the PC they are apprehensive, consider assigning Disadvantage on any further social interactions that encounter
A success of 6-9 points would be best to apply a Frightened effect for a minute, no saving throw until combat, which would make heavy use of the cannot approach rule.
A success of 10+ is when I would consider manipulating the PCs intentions. When they try to act in a way unsuitable to being Afraid, consider informing them they cannot do that (such as sleight of hand or further deception/persuasion rolls.) Being in control is different to allowing them carte blanche.
 

Intimidation checks play an important role in my pirate campaign. Ships roll intimidation checks against each other, where details such as their flag, figurehead, their reputation, and if their weapons are showing, are all factors in the check. The captain of the opposing ship must then counter the intimidation check with a diplomacy or leadership check, to keep his men motivated. If he fails, they may just surrender (and people often did surrender in the time of piracy).

The players can buy upgrades to make their ship more menacing. Makes for an excellent gold sink.
 

RadarMonk

Explorer
I never play that way.


Player: "I think he's lying."
DM: "Roll Insight."
Player: "Um...4."
DM secretly rolls Deception 12.
DM: "He seems trustworthy."
Player: "Do you mean I can't tell if he's lying, or that I actually believe him?"
DM: "You don't think he's lying, but you don't have to believe him."

I agree with jrowland. You should let them decide whether to believe the Npc or not, but tell them the information they get based on their rolls. Never ever tell your Pc's "I'm rolling deception" that just ends poorly.
 

PasLef

Villager
Hello,

New to DMing, but a long time player. I was searching how to handle social skills and fell on this thread. Intersting read. There seems to be a iremediable conflict between to ways to play the game : ie. DM control of players vs Players have free will. Here is my take on this, as much to understand it than resume it!

After reading a lot of posts, I think I understand the 2 views. They both differ from the understanding of the concept of "role" as in "role-playing" game. The first way is to play the game as you would play the "role" of your character as an actor would play it (ie, he is not stupid, he is just roleplaying his 8 int Barbarian). The DM and dice rolling are just "stage directions" on how to play. It makes more of a theatre play or improvisation where the goal of the whole game is playing a role (in the theatre sense of the word and not in the gaming sense of the word).

The second way, the Free thinking PCs way, is different because the dice rolling is not "stage" directions" but information on the environment surrounding the PCs. The only way the PCs can interact intelligently with their environement is through information given to them by the DM. There is all kind of informations. Those that relate to the physical world like light, speed, etc. And there is also "emotional" information. Intimidation is one of them. This "emotional" information to have any use in this kind of game has to relate to something or else it is useless. Here is what I think about this and of how I intend to play with it. I like to use extremes to test things, so if a dragon, trying to intimidate a 1 lvl rogue rolls a 1 and the counter of the PCs is 20... It does not matter. The PC will never think the Dragon is all pomp and no action (lets say this is a real dragon from the Monster manuel and not a fake dragon of any kind). So... what is the use of intimidation in this exemple? None... The information is useless to the PC (ie, DM: The dragon huff and puffs, but you think you can handle it! - this is absurd). The dragon will eat the rogue in one bite and the PC know it. The opposite is also absurd (ie., the 1st level rogue trying to intimidate the dragon, rolls a 20 but the dragon rolls a 1... - the dragon will not flee and bow down to the rogue, again, the PC wishes it, but know that it will not happen). What this tells me is that there is no need to roll in this situation because the information is obvious to the rogue PC. I will never win this contest, the dragon is too much powerfull, I dont need to be intimidated, I am already intimidated if I am a 1st level rogue before a real dragon (or a soon to be dead rogue if not played very carefully...). But what about a PC facing a human guard? Or a creature that the PC no nothing about, or a creature with levels? When do you know when your opponent is tougher than you? To me, this is when this skill is usefull for PCs (note : for NPCs vs NPCs, it should only be used has an outcome has they are not real and do not have to take decisons since they are controlled by the DM and for him there is no ambiguity). The PCs though need to know if their opponent "looks" tough in relation to them (this is where the CR rating is usefull has it gives a point of comparison).

Any toughts will be appreciated,
 

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