Hriston
Dungeon Master of Middle-earth (He/him)
so your orc intimidated him but the PC decided that he wasn't backing down just because he was intimidated...sounds like one of my games so far...
I'm glad that would be okay with you. I didn't think that would count, in your book, as responding appropriately to an in-world stimulus. Many people would consider not giving in to threats the same as not being intimidated.
3 scenerios... 1) the round robin DM. 2) the character tree. 3) the player that can't make every game. all three of these are common enough that I can't remember a full 2 year peirode since 95 that one or more wasn't true of my games... so this Tuesday Magni one eye the tough as nails dwarf (Barbarian/fighter multi class) is an NPC, but next week he is a PC.
While Magni's being played by the DM, I would consider the DM to have the full range of options the DM has when playing any NPC. If the DM decides that a Charisma check that targets Magni has no chance of success then the DM could disallow it, IMO. If the DM wanted to run Magni as a more conventional NPC, and let Charisma checks have a chance of swaying him, that would be fine too.
I hate that wargamey and videogamey are ways we try to pigon hole each other... even more so when people do so without understanding the other's preffrences....
I think I've explained how using Charisma checks to determine what a PC does in response to a social interaction makes D&D seem more like a wargame, or a simulation, to me, than like an RPG, but you don't seem to do that. It also wasn't meant to be disparaging of anyone's playstyle. As I said, I enjoy wargames myself, and, as you point out, I didn't know that you do not.
yes, and if there is a question that needs answering "Hey how X is that character" then there are systems in place to show it...
Now, I don't think ability checks are designed to answer those questions, but if you want to randomly determine how scary the Orc is, you could do that. You could also use the Orc's stat block or just make it up,
yes and no. the same problem as I pointed out back on pg 1 or 2 when I said we had players who wanted to play faces and bard ect, but suck at talking things out, and we had very persuasive people playing low cha characters...
Gee Randy and Dave put there 7 and 8 into cha, no ranks in any social skills(this was 3.0 and 3.5) but not only are really good oraiters but in the case of randy can wrap the DM around his finger with ease... Ross on the other hand is shy and studders and isn't very good at doing so... but Ross is a Cha 17 assimar sorcerer/rogue and Dave is a cha 9 half orc barbarian, and randy is a CHa 8 half oger fighter/mage
I was a PC in the game above and watched as every NPC talked to Randy, some to Dave, and no matter how awesome ross's character should have been, he wasn't because the DM didn't understand at the time what was happeneing (and to this day that DM feels bad about letting randy run over the game the way he did)
This is why, in my games, Charisma has a real effect on social interactions. NPCs will comply with requests as the result of a successful check based on the NPC's Starting Attitude and the level of risk involved.
I agree...
I believe you, but you might want to consider that telling a player his or her PC is frightened is a poor substitute for the player genuinely fearing for the safety of his or her PC.
yes the invulantary 'hey I got hit' and the invulantary 'hey I was intimadated' or 'hey I fell for the bluff' are all the same... it's how you react that matters...
I don't think they're the same. The result of getting hit is for the most part out of your control. You take damage, or maybe, if you have an ability to use your reaction to change that, you can, but that's an exception. The way you run Intimidation and Deception, what's the result of being intimidated or deceived? You have said you leave that up to the player. That's not the same at all.
how is it possible not to have a meaningful choice?
"I got hit, so I cry like a baby at the pain as the arrow strikes me in the leg," is not a meaningful choice, although it might be entertaining for the group, because it doesn't affect the course of the narrative.
"I got hit, so I cast Shield to deflect the arrow," is meaningful, because it changes the outcome in exchange for expending resources.