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Skills used by players on other players.
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<blockquote data-quote="Nicholas Potter" data-source="post: 7535233" data-attributes="member: 6979489"><p>I'm not sure if this has been brought up, because I don't wanna read 44 pages of discussion, but I've been considering adopting a concept from Masks: A New Generation, which has a Provoke move that can be used on other players. The gist of it is, on a success you can choose to either hinder your ally in some way should they act against your wishes, or offer a benefit to them if they play into your provocation. Works as a bit of a battlefield command-type move in combat, and it still functions perfectly well in a social context.</p><p></p><p>So if I were to port it to 5e, I'd probably build it on the (very bare) bones of the Inspiration system. If you want to Persuade your ally to do something they don't want to, use your Action to roll Persuasion. On a success, you can either</p><p></p><p>1. Grant the player Inspiration if they do what you want, OR</p><p>2. Give the player Disadvantage on the first roll they make contrary to your Persuasion</p><p></p><p>As for the DC, idk how I'd rule it. If I were publishing it for general use, I'd have to come up with some formula that takes into account Expertise shenanigans, but if I were just running it in a home game I'd probably just tell the player being Persuaded - before the roll - to set whatever DC they want. That second option only works with players you trust, though.</p><p></p><p>Of course, all of this only accounts for Persuasion/Intimidation. Deception/Insight and other such skills are unaccounted for, but eh. I only have so much to give.</p></blockquote><p></p>
[QUOTE="Nicholas Potter, post: 7535233, member: 6979489"] I'm not sure if this has been brought up, because I don't wanna read 44 pages of discussion, but I've been considering adopting a concept from Masks: A New Generation, which has a Provoke move that can be used on other players. The gist of it is, on a success you can choose to either hinder your ally in some way should they act against your wishes, or offer a benefit to them if they play into your provocation. Works as a bit of a battlefield command-type move in combat, and it still functions perfectly well in a social context. So if I were to port it to 5e, I'd probably build it on the (very bare) bones of the Inspiration system. If you want to Persuade your ally to do something they don't want to, use your Action to roll Persuasion. On a success, you can either 1. Grant the player Inspiration if they do what you want, OR 2. Give the player Disadvantage on the first roll they make contrary to your Persuasion As for the DC, idk how I'd rule it. If I were publishing it for general use, I'd have to come up with some formula that takes into account Expertise shenanigans, but if I were just running it in a home game I'd probably just tell the player being Persuaded - before the roll - to set whatever DC they want. That second option only works with players you trust, though. Of course, all of this only accounts for Persuasion/Intimidation. Deception/Insight and other such skills are unaccounted for, but eh. I only have so much to give. [/QUOTE]
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