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<blockquote data-quote="Hussar" data-source="post: 7742623" data-attributes="member: 22779"><p>Just a caveat here. The NPC has made a suggestion (save my daughter) and made a persuasive arguement (diplomacy check). Which doesn't mean that you have to jump on a horse right now and ride off. It would mean, though, that you accept that quest, in that example. Right? I just want to be pretty clear here what we're actually talking about. The NPC has made a plausible suggestion (kill your ally is NOT a plausible suggestion) and we're rolling dice. ((I'm being specific here, because obviously in specific circumstances, there might be all sorts of other issues - maybe the princess is a vampire and the PC is a paladin)) </p><p></p><p>So, with that in mind, I'd probably just go with the set DC's from the DMG. It's a pretty plausible suggestion from someone who can quite plausibly make suggestions that are going to get acted on (not that many people tell the king to piss off, at least, not more than once), so, probably somewhere in the neighbourhood of a DC 15. Pretty decent pass/fail chances.</p><p></p><p>And, again, just because you are going to go on the quest to save the princess doesn't automatically mean you can't try to get a bigger reward, or something like that. It's just that, if the NPC is successful, you are going in that direction and your play should reflect that.</p><p></p><p>/edit to add</p><p></p><p>I would like to say that the quest example is not a particularly good one. Let's be honest, if, in the game, you've met the king of the land and he says, "Please save the princess", most players are going to say yes. Primarily because that's where the adventure is. It's a pretty dick move by the players if the DM sets this up and the players say, "No, we aren't interested in all that work you just did preparing for tonight's session, we're going to go do something else". I'd say that most of the time, when the DM presents a pretty clear plot hook like this, most players are good little fishies and bite onto it anyway. A check likely wouldn't even be needed. </p><p></p><p>Yes, yes, I realize that in <em>your </em>game (whoever you happens to be) players are 100% free every single session to do whatever they like, but, I'm fairly confident in saying that most tables aren't like that. The DM has the adventure, whatever the adventure is, and well, as a player I'm not going to turn my nose up at it.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7742623, member: 22779"] Just a caveat here. The NPC has made a suggestion (save my daughter) and made a persuasive arguement (diplomacy check). Which doesn't mean that you have to jump on a horse right now and ride off. It would mean, though, that you accept that quest, in that example. Right? I just want to be pretty clear here what we're actually talking about. The NPC has made a plausible suggestion (kill your ally is NOT a plausible suggestion) and we're rolling dice. ((I'm being specific here, because obviously in specific circumstances, there might be all sorts of other issues - maybe the princess is a vampire and the PC is a paladin)) So, with that in mind, I'd probably just go with the set DC's from the DMG. It's a pretty plausible suggestion from someone who can quite plausibly make suggestions that are going to get acted on (not that many people tell the king to piss off, at least, not more than once), so, probably somewhere in the neighbourhood of a DC 15. Pretty decent pass/fail chances. And, again, just because you are going to go on the quest to save the princess doesn't automatically mean you can't try to get a bigger reward, or something like that. It's just that, if the NPC is successful, you are going in that direction and your play should reflect that. /edit to add I would like to say that the quest example is not a particularly good one. Let's be honest, if, in the game, you've met the king of the land and he says, "Please save the princess", most players are going to say yes. Primarily because that's where the adventure is. It's a pretty dick move by the players if the DM sets this up and the players say, "No, we aren't interested in all that work you just did preparing for tonight's session, we're going to go do something else". I'd say that most of the time, when the DM presents a pretty clear plot hook like this, most players are good little fishies and bite onto it anyway. A check likely wouldn't even be needed. Yes, yes, I realize that in [I]your [/I]game (whoever you happens to be) players are 100% free every single session to do whatever they like, but, I'm fairly confident in saying that most tables aren't like that. The DM has the adventure, whatever the adventure is, and well, as a player I'm not going to turn my nose up at it. [/QUOTE]
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