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<blockquote data-quote="Guest 6801328" data-source="post: 7741520"><p>I agree with the former, not necessarily the latter. I think skills are inherently different from spells and abilities. As I said previously, your skill determines <em>how well</em> you accomplish something, not <em>what</em> you accomplish. That is the general rule, and specifics can override it: for example if you have an ability that says, "Once per short rest you can make a Persuasion check, if you are successful....etc." In that case the result is specified, and it's a "rule" in the sense of combat rules.</p><p></p><p>So the difference between social interaction and combat is not the nature of the rules. It's just that there are a lot more rules for combat. After all, you can cast Charm Person in a social encounter.</p><p></p><p>But, yes, I'd love to see the mechanics of exploration and social interaction be richer.</p><p></p><p>As a side note, in no case should normal use of a skill produce a result as powerful as that of a cantrip, let alone a 1st level spell. Which is one reason I don't allow Intimidation to work like Fear, Persuasion to work like Charm, or Insight to work like Detect Truth.</p><p></p><p></p><p></p><p>I like codified mechanics, but (again) I'd be wary of giving Persuasion that much power. </p><p></p><p>However, I do think the mechanic for an NPC using Persuasion/Intimidation/Deception on PCs is already in the rules, and it works somewhat similar to what you're suggesting: the DM can grant Inspiration when the player plays along with the result, especially when doing so is counter to their own interests.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7741520"] I agree with the former, not necessarily the latter. I think skills are inherently different from spells and abilities. As I said previously, your skill determines [I]how well[/I] you accomplish something, not [I]what[/I] you accomplish. That is the general rule, and specifics can override it: for example if you have an ability that says, "Once per short rest you can make a Persuasion check, if you are successful....etc." In that case the result is specified, and it's a "rule" in the sense of combat rules. So the difference between social interaction and combat is not the nature of the rules. It's just that there are a lot more rules for combat. After all, you can cast Charm Person in a social encounter. But, yes, I'd love to see the mechanics of exploration and social interaction be richer. As a side note, in no case should normal use of a skill produce a result as powerful as that of a cantrip, let alone a 1st level spell. Which is one reason I don't allow Intimidation to work like Fear, Persuasion to work like Charm, or Insight to work like Detect Truth. I like codified mechanics, but (again) I'd be wary of giving Persuasion that much power. However, I do think the mechanic for an NPC using Persuasion/Intimidation/Deception on PCs is already in the rules, and it works somewhat similar to what you're suggesting: the DM can grant Inspiration when the player plays along with the result, especially when doing so is counter to their own interests. [/QUOTE]
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