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<blockquote data-quote="hawkeyefan" data-source="post: 7742762" data-attributes="member: 6785785"><p>Well the self destructive bit was just an example to show how people can ignore even helpful advice or requests. But it was to illustrate how an even less extreme example could come up. So a miller making an incredibly persuasive plea to save his daughter, some people simply would not get involved no matter how persuasive his request might be.</p><p></p><p>How do you allow for that?</p><p></p><p></p><p></p><p>That’s a fair point. But in a system that doesn’t have such a mechanic built in, what do you use? In 5E, how would you handle this? </p><p></p><p></p><p></p><p>I agree with you about players being cooperative. That’s my experience as well. And although I’m not a big fan of the adventure path model overall because I find them too linear and too....inevitable?....I do think that this is likely pretty common. </p><p></p><p>However, I think the examples need not be so fundamental to the adventure. It’s not always the story hook that’s in question. Usually no rolls for that are really necessary, as you mentioned.</p><p></p><p>But what about other instances of Persuasion or Bluff or other social mechanics? What about something like the PCs confronting a suspected villain, and the villain makes a high Bluff check. Do you require that the PCs believe him? Does it solely depend on the die roll or can one of the PCs say “I don’t care what this guy says, I don’t believe him”?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7742762, member: 6785785"] Well the self destructive bit was just an example to show how people can ignore even helpful advice or requests. But it was to illustrate how an even less extreme example could come up. So a miller making an incredibly persuasive plea to save his daughter, some people simply would not get involved no matter how persuasive his request might be. How do you allow for that? That’s a fair point. But in a system that doesn’t have such a mechanic built in, what do you use? In 5E, how would you handle this? I agree with you about players being cooperative. That’s my experience as well. And although I’m not a big fan of the adventure path model overall because I find them too linear and too....inevitable?....I do think that this is likely pretty common. However, I think the examples need not be so fundamental to the adventure. It’s not always the story hook that’s in question. Usually no rolls for that are really necessary, as you mentioned. But what about other instances of Persuasion or Bluff or other social mechanics? What about something like the PCs confronting a suspected villain, and the villain makes a high Bluff check. Do you require that the PCs believe him? Does it solely depend on the die roll or can one of the PCs say “I don’t care what this guy says, I don’t believe him”? [/QUOTE]
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