Crimson Longinus
Legend
Sure.A lot to unpack here. Are the necromancer, the red ruby, and the sick mother already in play elements?
That is determined by what sort of success the mother and the necromancer had with their previous social rolls.What sort of relationship does my character have with all three?
But perhaps it is your character's goal because some NPC (perhaps the mother or your sister) rolled well in persuasion previously and convinced the PC that this is what they need to do.If saving my sick mother through supernatural means was part of my play agenda, then sure, I could accept a powerful necromancer convincing my PC that the red ruby could cure her. I would certainly imagine that it's not a simple fetch quest, and the relative trust my character puts in the necromancer would be something tested in play to come. If my character goal is "help save my sick mother", then seeing what lengths my character will go to do that is exactly what I want to see challenges on in game.
I think all that forceful social mechanics demand is that the PC believes the necromancer and/or the Red Ruby of Doom is indeed capable of doing that. So sure, if their focus is saving their mother above all else, this might sway them to that course of action. They might also seek out the RRoD to see if they can perhaps learn this magic themselves, or find another suitably powerful occultist.
Can they? Perhaps the necromancer said "Only though me can your mother be saved," rolled well, and now the character believes that.
But they cannot decide that if the necromancer succeeds at persuading them that it is worth it!Or they might decide that no matter how much they want to heal their mother, it is not worth the potential cost of helping the necromancer.
Perhaps. Which is another case of the GM deciding via a NPC what the PC will do. Perhaps in such case the mother and necromancer roll opposed persuasion checks, and that decides who the character believes.Or that their mother would not want them to make that trade, and couldn't stomach their disapproval.
Can't you see how applying these sort of rules will destroy player agency?