For those who would prefer rules to Coerce players, there's a few ways to do it using or modifying rules from the DMG.
In any case, the PC affected by a Persuasion/Deception/Intimidation attempt gains a temporary Trait/Flaw ( which can be leveraged for Inspiration) for as long as the coercer is within sight, always keeping in my the PC's personality. The PC will not put themselves in harms way or do something opposed to their deepest beliefs, as if affected by a
Command or
Charm Person spells. ie:
- I'm deeply scare of X
- I'm convinced X is acting in my best interest.
etc
- Use the Honor rules:
The PC has a Honor score like any other stat. They make an Honor saving throw against the Passive Intimidation/Persuasion/Deception of the monster (10+chosen skill). If the monster leverage a trait/flaw/ideal/bond of the PC or targets a creature already frightened, the DC increases by +5.
- Use Scores:
The monster makes an Intimidation/Deception/Persuasion, the DC is equal to a PC's specific stat + their PB.
Deception vs Intelligence score
Intimidation vs Wisdom score
Persuasion vs Charisma score
- Modify the Loyalty rules
Acumen Score
A PC's acumen is measured on a numerical scale from 0 to 20. The PC's maximum acumen score is equal to the highest Charisma score among all adventurers in the party, and its starting acumen score is half that number. If the highest Charisma score changes—perhaps a character dies or leaves the group-adjust the PC's loyalty score accordingly.
A PC's acumen score increases by 1d4 if other party members succeed at coercing an NPC tp achieve a goal tied to its bond. A PC 's acumen score can never be raised above its maximum.
When other party coerce the PC in a manner that runs counter to the PC's alignment or bond, reduce the PC's score by 1d4. Reduce the PC's acumen score by 2d4 if the character is greatly misled, intimidated, or convinced by another creature (such as being affected by a dragon fear, or being bribed to go against their party)
An PC with an acumen score of 10 or higher risks life and limb to help fellow party members due to sheer conviction and certainty. If the NPC's acumen score is between 1 and 10, its conviction is tenuous. A PC whose acumen drops to 0 no longer acts in the party's best interests. A PC whose acumen score drops to 0 gains a new flaw, bond, ideal or trait related to the attempt of the coercer. An acumen score can never drop below 0.