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5e completely nerfed charm - for YOU, anyway
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<blockquote data-quote="Fanaelialae" data-source="post: 7450110" data-attributes="member: 53980"><p>I'm really not missing your point. And I listen to Critical Role all the time.</p><p></p><p>I never said that you have to create a single, bland, generic personality to use with improvised NPCs. I said that they should generally behave in a typical manner. </p><p></p><p>Let's say 90% of real world people would accept a hot beverage from a friendly co-worker (a friendly acquaintance). If a significantly higher percentage of your guards refuse that hot beverage on the basis of paranoia (or whatever) then you're distorting the NPC personalities to foil the PCs. They're not realistic reactions and sooner or later your players will notice the pattern. Sure, Lawfulevil City might have a blanket rule that guards may not accept hot beverages while on duty, but if every little town and village has the same rule it begins to strain credulity.</p><p></p><p>I knew at least one DM back in the day who pulled this kind of stuff on a regular basis. He wasn't considered to be a very good DM and eventually got kicked from the group.</p><p></p><p>Sure, you can base an NPC on a character from fiction (or even the real world). Handy improvisation tool. But if you find that the personalities you pull from that hat disproportionately nullify what the PCs intend, you might be subconsciously biasing the selection process. And you may want to check that habit before you wreck your game.</p><p></p><p>There are people out there who won't give the time of day to a friendly acquaintance, but they are few and far between. As long as your request is reasonable, or better yet framed as being helpful towards the target, most people are inclined to go along with it.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7450110, member: 53980"] I'm really not missing your point. And I listen to Critical Role all the time. I never said that you have to create a single, bland, generic personality to use with improvised NPCs. I said that they should generally behave in a typical manner. Let's say 90% of real world people would accept a hot beverage from a friendly co-worker (a friendly acquaintance). If a significantly higher percentage of your guards refuse that hot beverage on the basis of paranoia (or whatever) then you're distorting the NPC personalities to foil the PCs. They're not realistic reactions and sooner or later your players will notice the pattern. Sure, Lawfulevil City might have a blanket rule that guards may not accept hot beverages while on duty, but if every little town and village has the same rule it begins to strain credulity. I knew at least one DM back in the day who pulled this kind of stuff on a regular basis. He wasn't considered to be a very good DM and eventually got kicked from the group. Sure, you can base an NPC on a character from fiction (or even the real world). Handy improvisation tool. But if you find that the personalities you pull from that hat disproportionately nullify what the PCs intend, you might be subconsciously biasing the selection process. And you may want to check that habit before you wreck your game. There are people out there who won't give the time of day to a friendly acquaintance, but they are few and far between. As long as your request is reasonable, or better yet framed as being helpful towards the target, most people are inclined to go along with it. [/QUOTE]
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