Wolfpack48
Hero
For this, I would play without any social rolls. The GM/NPC argument would need to tie to the PCs background and make some kind of emotional appeal that rings true, but the player would need to make the call as to how persuasive it is on their character based on what their character "would do." Only if the player needs and wants help deciding what the PC would do, might a die roll help.But certainly NPCs being able to use persuasion on PCs must mean that the NPC can convince the PC that doing X is a good idea? Like how could it not? A charismatic necromancer says: "Bring me the red ruby of doom, I can use it to save your sick mother!" and rolls super high on persuasion. Doesn't it now become PCs "want" to bring the red ruby of doom to the necromancer? Then this want potentially dictates very long series of actions, as the PC takes steps to pursue the ruby.
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