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<blockquote data-quote="KidSnide" data-source="post: 5715166" data-attributes="member: 54710"><p>The skill challenge variant discussed upthread is designed to address nearly all of these issues. +/- 2 modifiers are replaced by +/- 15, +/- 10, and +/- 5 modifiers, and a substantial part of the challenge is figuring out the NPC's strengths and weaknesses, either through reasoning or through Insight/History/Streetwise/etc checks.</p><p></p><p></p><p></p><p>I view a successful role as the NPC accepting that the PC made a good point, but not being convinced yet. (I tend to nod and say something explicit like "That's a good point.")</p><p></p><p>I let the PCs talk (either role-playing what they say or just describing the type of argument they make) and call for a role when they are done. I give a small modifier (usually +/-2, occasionally higher) for good role-playing, but mostly I pay attention to whether they have used the evidence that is key in the conversation or played on a NPC weakness.</p><p></p><p>After everyone has a turn (either gathering info or making a persuasion role), I have the NPC push back against one specific PC, usually forcing a role on a topic the PCs would prefer to avoid. </p><p></p><p></p><p></p><p>The players know that a core point or major weakness is worth a +10 modifier, with a +5 modifier for a supporting point or minor weakness and a +15 or +20 for a killer point / auto-success. That usually means that it's always worth making an argument if you think you have a good point, but only the most persuasive characters should try prevaricating with nothing.</p><p></p><p>Still, it's a good point. I'm not sure the players get as much information as they should. Maybe a good roll for info gathering should tell you how good a point it is?</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5715166, member: 54710"] The skill challenge variant discussed upthread is designed to address nearly all of these issues. +/- 2 modifiers are replaced by +/- 15, +/- 10, and +/- 5 modifiers, and a substantial part of the challenge is figuring out the NPC's strengths and weaknesses, either through reasoning or through Insight/History/Streetwise/etc checks. I view a successful role as the NPC accepting that the PC made a good point, but not being convinced yet. (I tend to nod and say something explicit like "That's a good point.") I let the PCs talk (either role-playing what they say or just describing the type of argument they make) and call for a role when they are done. I give a small modifier (usually +/-2, occasionally higher) for good role-playing, but mostly I pay attention to whether they have used the evidence that is key in the conversation or played on a NPC weakness. After everyone has a turn (either gathering info or making a persuasion role), I have the NPC push back against one specific PC, usually forcing a role on a topic the PCs would prefer to avoid. The players know that a core point or major weakness is worth a +10 modifier, with a +5 modifier for a supporting point or minor weakness and a +15 or +20 for a killer point / auto-success. That usually means that it's always worth making an argument if you think you have a good point, but only the most persuasive characters should try prevaricating with nothing. Still, it's a good point. I'm not sure the players get as much information as they should. Maybe a good roll for info gathering should tell you how good a point it is? -KS [/QUOTE]
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