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D&D 5E Persuade, Intimidate, and Deceive used vs. PCs

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[MENTION=97077]iserith[/MENTION] - LET IT GO. Many people have explained their difficulties with your approach and you continue to be tone deaf. Repeating the same question and answer over and over again because you aren't listening to the answer is pointless. This is not to say that every single person who responded was wrong, but it does mean that either 1)you are not making a serious effort to understand the answers or 2)you are willfully ignoing the responses until you get the one you want. Neither is good, and neither is worth any more of my time. Because I have clearly not made myself clear in previous posts, my involvement in this thread is at this point because of others, not you, and I see no point in continuing on the existing points you have made repeatedly. At this point, others are doing a far better job getting your points across; they would get across far more effectively if you gave them space to do so without having their posts get drowned out by questions that the answers clearly don't matter much.
 

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Because I have clearly not made myself clear in previous posts, my involvement in this thread is at this point because of others, not you, and I see no point in continuing on the existing points you have made repeatedly.

Then why are you referring to me and my examples specifically in your posts? If you don't want me to respond to you, kindly leave me out of your posts.

At this point, others are doing a far better job getting your points across; they would get across far more effectively if you gave them space to do so without having their posts get drowned out by questions that the answers clearly don't matter much.

I surmise that is because some people are focusing on perceived tone or the author rather than on the ideas being presented. That is pretty common.
 


I would prefer to describe the environment without specific reference to how a character feels. That's my goal anyway. I'm sure I make a mistake from time to time.

Oh my god... that would be hysterical

SO if I want to know if it's hot or cold do I need to take an action?

"My character uses her skin to feel the air to know if she should put on more heavy cloths"

or

DO I get to decide... "My character is fine in a two piece bathing suit in the winter of your northern hemisphere... she's never cold...."
 

I guess this is where I am getting stuck on this argument. The general position seems to be that somehow charisma based skills are not magic or special enough to be considered an exception in shaping character's emotions, but they are somehow more impactful than other skills, and therefore cannot follow the regular rules for skills. That doesn't make any sense to me. Either it has the same effect as magic or a class ability, and therefore would be something that I would consider to be a reasonable exception based on the effect, regardless of whether or not the source is technically magic. Or, it has the same level of impact as every other skill, with the check providing a basis to work from without absolutely forcing any particular result. I really don't get giving it the effect of magic, but because it's a non-magical source, it can't be used against the players since only magic can effect players that way. Isireth's examples, to me at least, seems to put these skills in a category all their own, creating a lot more work than simply accepting them as either similar to magic or similar to other skills, and simply using the appropriate usage and restrictions for which ever category is chosen. Trying to treat them as a little of both just seems weird to me; not bad, just weird.

If it seems like it's Magic vs Skills, well... it kind of is, but maybe not for the reasons you think.

Magic spells are discrete bundles of rules. They have clear effects. A character casts a spell and you just follow the rules: Roll a saving throw vs a DC (or attack vs AC), apply effects. They are pretty straightforward.
Also, IMO based on the wording chosen in the game, mind-affecting spells in 5e are more like hindrances or obstacles than game-enders or robbers of agency. A Fear spell used to make you run away from the caster; now you can't willingly approach it and get disadvantage to attacks while it's still in sight. The difference may be subtle, but they're night and day game-play-wise.

Skills, on the other hand, operate mostly by fiat. The rules aren't as hard-coded as spells. The game offers no explicit effect to using certain skills in specific ways, only guidelines.
Also unlike spells, skills are not a limited-use resource, so it's something I have to consider when I make my ruling; I can't have something used at-will be stronger than something else which is limited, it wouldn't be a fair game.
There is also the issue of setting a DC to succeed against the PCs. Spells have a clear rule for it, skills don't. Whatever is considered fair will vary too much from one person to the next to be of use, in my opinion.

So there. One of the reasons I won't use skills to influence my party's behaviour is because they don't have clear rules or limitations. Even if I had the party's buy-in, the game doesn't provide me with tools to adjudicate these rolls in a consistent manner. That's why I treat them differently from other skills.

But, FWIW, I'd probably rather get rid of mind-affecting magic altogether. I very rarely use it against my party, and when I do, it gets a point across.
 

Oh my god... that would be hysterical

SO if I want to know if it's hot or cold do I need to take an action?

"My character uses her skin to feel the air to know if she should put on more heavy cloths"

or

DO I get to decide... "My character is fine in a two piece bathing suit in the winter of your northern hemisphere... she's never cold...."

I think it would be important to draw a distinction between feelings (emotions) and feeling (physical senses). I get the feeling (pun totally intended, sorry) that they're getting confused.
 

If it seems like it's Magic vs Skills, well... it kind of is, but maybe not for the reasons you think.

Magic spells are discrete bundles of rules. They have clear effects. A character casts a spell and you just follow the rules: Roll a saving throw vs a DC (or attack vs AC), apply effects. They are pretty straightforward.
Also, IMO based on the wording chosen in the game, mind-affecting spells in 5e are more like hindrances or obstacles than game-enders or robbers of agency. A Fear spell used to make you run away from the caster; now you can't willingly approach it and get disadvantage to attacks while it's still in sight. The difference may be subtle, but they're night and day game-play-wise.

Skills, on the other hand, operate mostly by fiat. The rules aren't as hard-coded as spells. The game offers no explicit effect to using certain skills in specific ways, only guidelines.
Also unlike spells, skills are not a limited-use resource, so it's something I have to consider when I make my ruling; I can't have something used at-will be stronger than something else which is limited, it wouldn't be a fair game.
There is also the issue of setting a DC to succeed against the PCs. Spells have a clear rule for it, skills don't. Whatever is considered fair will vary too much from one person to the next to be of use, in my opinion.

So there. One of the reasons I won't use skills to influence my party's behaviour is because they don't have clear rules or limitations. Even if I had the party's buy-in, the game doesn't provide me with tools to adjudicate these rolls in a consistent manner. That's why I treat them differently from other skills.

But, FWIW, I'd probably rather get rid of mind-affecting magic altogether. I very rarely use it against my party, and when I do, it gets a point across.
the problem is this all comes down to "Wizards rule and Fighters Drool"... everyone always claims that fighters have flexability and can role play doing anything... but if they try to use there skills it hits this brick wall...
 


Oh my god... that would be hysterical

SO if I want to know if it's hot or cold do I need to take an action?

I wouldn't think so. If the environment is notably hot or cold, it would be noted, right? You can decide how your character feels about it.

"My character uses her skin to feel the air to know if she should put on more heavy cloths"

It seems to me you'd likely know what is advisable to do given an adequate description of the environment.

DO I get to decide... "My character is fine in a two piece bathing suit in the winter of your northern hemisphere... she's never cold...."

No. Because players describe what they want to do ("I put on a two-piece bathing suit in the dead of winter...") and the DM narrates the results of the adventurers' actions ("You die of hypothermia, but look good doing it.").

I have found that if I am clear as to the roles of both player and DM as outlined by the rules, it's easy to see who gets to say and determine what.
 

Oh my god... that would be hysterical

SO if I want to know if it's hot or cold do I need to take an action?

"My character uses her skin to feel the air to know if she should put on more heavy cloths"

or

DO I get to decide... "My character is fine in a two piece bathing suit in the winter of your northern hemisphere... she's never cold...."

I really do not understand why people are so quick to deliberately misinterpret things. Why is iserith's description of the environment as "cold" hysterical and yet "you feel cold" sensible and better. He's said all along that he prefers to communicate through the scene setting and let the PCs make up their own minds as to how it affects them.

It's really not hard to understand and definitely not hysterical.
 

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