Bill Zebub
“It’s probably Matt Mercer’s fault.”
because when you say they will follow the rules of the game... but they say they would NOT follow rules that had less magical charm and frighten effects.
It's a weird key word problem... "Your character fears and moves away from this character" "Wait how?" "magic..." Oh okay"
change the word magic to psychic... no problem... change it to skill and see what happens.
Wait...where's the rule that says something to the effect of, "If an NPC makes a Charisma(Persuasion) roll of X or greater, the character is compelled to do what they say?"
The rules for fear, charm, etc. are pretty explicit.
As an example, I said in another thread that I would allow a character to hold action and cast the gust cantrip on an archer as they take their shot, thus imposing disadvantage. Now, that's not a rule, its a made-up DM result. It doesn't contradict any rule, but it's not a rule. I might, as a player, say, "Whoah, wait a second. That infringes on one of my core beliefs about how D&D is played and I'm not cool with that, and you just made that up." (I mean, I can't imagine why a player would have that reaction, but that's neither here nor there.)
Same thing with NPCs "using" social skills on PCs. It's just not in the rules. It doesn't contradict the rules if the DM wants to make up such a rule, but it's not in the rules. And it does so happen to contradict my foundational belief that players get to choose what their characters think, and what actions they declare, unless the rules specifically state otherwise.