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General Tabletop Discussion
*Dungeons & Dragons
Persuade, Intimidate, and Deceive used vs. PCs
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<blockquote data-quote="discosoc" data-source="post: 6726390" data-attributes="member: 6801554"><p>These things require good players to make work. That said, I generally try not to enforce too many checks that will dictate a characters actions unless it's something like a spell. Just because the PC is "intimidated" doesn't mean he has to walk away in fear. Instead I let them know that their character is clearly shaken or otherwise understands the NPC means business, and that if they keep pushing back they'll have disadvantage to some checks.</p><p></p><p>For example:</p><p></p><p>"The evil wizard threatens to blast you with a fireball if you don't tell him where you hid the key."</p><p>"Give me your worst, gnome!"</p><p>"He rolls Intimidate and gets....a 17. You can insist that you don't know where it is, but any further rolls outside of combat, and during your first round of combat with him will be with a disadvantage."</p><p></p><p></p><p>In this case, the character is intimidated, but the player still retains control over their decisions.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6726390, member: 6801554"] These things require good players to make work. That said, I generally try not to enforce too many checks that will dictate a characters actions unless it's something like a spell. Just because the PC is "intimidated" doesn't mean he has to walk away in fear. Instead I let them know that their character is clearly shaken or otherwise understands the NPC means business, and that if they keep pushing back they'll have disadvantage to some checks. For example: "The evil wizard threatens to blast you with a fireball if you don't tell him where you hid the key." "Give me your worst, gnome!" "He rolls Intimidate and gets....a 17. You can insist that you don't know where it is, but any further rolls outside of combat, and during your first round of combat with him will be with a disadvantage." In this case, the character is intimidated, but the player still retains control over their decisions. [/QUOTE]
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Persuade, Intimidate, and Deceive used vs. PCs
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