My concern, as I've mentioned before, is that leaving the choice entirely up to the player strongly encourages decisions that favor the PC over those that might make more sense given the situation. It need not even be a conscious decision to do so.Because normal words simply cannot remove choice from anyone. Not you. Not me. Not PCs. We always have a choice, even if it's a bad one.
That depends on your players. Mine don't do that. Roleplaying their characters is the most important thing. Not gaming the system.My concern, as I've mentioned before, is that leaving the choice entirely up to the player strongly encourages decisions that favor the PC over those that might make more sense given the situation. It need not even be a conscious decision to do so.
Then IMO you have a rare group if that never comes up. Good for you.That depends on your players. Mine don't do that. Roleplaying their characters is the most important thing. Not gaming the system.
“The fear spell enrages me and makes me attack every enemy in sight.”My concern, as I've mentioned before, is that leaving the choice entirely up to the player strongly encourages decisions that favor the PC over those that might make more sense given the situation. It need not even be a conscious decision to do so.
Wouldn't being that enraged lead to a less discriminatory choice of target?“The fear spell enrages me and makes me attack every enemy in sight.”
Hey I get to determine how fear affects me, right? Right??Wouldn't being that enraged lead to a less discriminatory choice of target?
It's still my choice to believe someone or not.To me, it would be the words, if they were deceiving you into believing that they would go through with it, but had no actual intention of going through with it.
I agree. When he told me that, I thought it was a dumb decision. It's still a choice, though. The gun and words didn't make it for him.Agreed. However, even self defense courses, they tell people in such situations to just give them the money, jewelry, etc. as material things are not worth risking their life.
This is the real world and all of that plays into our choice to believe or not.Yep. and apparently the person with the gun had no intention of following through with violence. Maybe, your friend was good at reading the person (sense motive vs deception).
Opposed mechanics should have influence, but should not dictate social situations.When it comes to rpgs, most of the 100+ games I have encountered over the years have combat skills, athletic skills, knowledge skills, interaction skills, etc. which reflect the character's abilities not the player's abilities. Uncertain outcomes are resolved with die rolls-typically with opposed rolls (or saving throws) when two characters are in opposition (including combat, athletics competition, etc). I, therefore, don't see a reason why social interaction outcomes between characters should be any different. Ymmv.
edit: I do, however, also like mechanics that allow a resource for a bonus for players to alter roll, reward players for going along with failed social outcome, and/or allow GM to spend a resource to compel players to go along with failed social outcome.
Multiple groups. Three groups(two I played in, one I DM) all play that way. The last three I've gotten into.Then IMO you have a rare group if that never comes up. Good for you.