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<blockquote data-quote="Crusadius" data-source="post: 7741507" data-attributes="member: 10980"><p>I like your explanation about the difference between Charm Person and Persuasion.</p><p></p><p>One problem I see with games such as D&D is that they have a very detailed system for combat, and a very simple system for social interactions. And this causes some of the problems that this thread is discussing.</p><p></p><p>Some people offer the solution of not using the dice but roleplaying the social interaction but I don't like this because I believe that every thing on the character sheet is important and should have the same impact on the game as other things of the same category (e.g. Strength in combat, and Charisma in social situations).</p><p></p><p>I personally like systems that try and deal with with combat and social interaction with similar systems, or as the example above, magical influence and non-magical influence. For example I like how Weapons of the Gods treats such things as Conditions that either give bonuses or penalties to the character.</p><p></p><p>For given the example: a Charm Person could give a penalty on any action to the character that does not help the caster, whereas the Persuasion skill could give a bonus to the character(s) when they act as being persuaded, doing what the one who persuaded them wants.</p><p></p><p>Thus Player Agency is maintained and the Players choose how their characters act.</p></blockquote><p></p>
[QUOTE="Crusadius, post: 7741507, member: 10980"] I like your explanation about the difference between Charm Person and Persuasion. One problem I see with games such as D&D is that they have a very detailed system for combat, and a very simple system for social interactions. And this causes some of the problems that this thread is discussing. Some people offer the solution of not using the dice but roleplaying the social interaction but I don't like this because I believe that every thing on the character sheet is important and should have the same impact on the game as other things of the same category (e.g. Strength in combat, and Charisma in social situations). I personally like systems that try and deal with with combat and social interaction with similar systems, or as the example above, magical influence and non-magical influence. For example I like how Weapons of the Gods treats such things as Conditions that either give bonuses or penalties to the character. For given the example: a Charm Person could give a penalty on any action to the character that does not help the caster, whereas the Persuasion skill could give a bonus to the character(s) when they act as being persuaded, doing what the one who persuaded them wants. Thus Player Agency is maintained and the Players choose how their characters act. [/QUOTE]
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