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<blockquote data-quote="delericho" data-source="post: 5715787" data-attributes="member: 22424"><p>Ideally, for significant NPCs, the PCs will have the opportunity to find out about the character ahead of time. Which they can do via the normal means - by looking at what she says, what she does, and what other characters say about her.</p><p></p><p>Obviously, they won't be able to research every minor NPC in this way, and the players may not care to do this at all. In which case, when interacting with the NPC they'll have to take their best guess. I not sure that's a problem anyway - IRL, when I'm talking with someone new I kind of have to wing it!</p><p></p><p></p><p></p><p>In truth, whether the interaction is described or not, having the system try to specify this is almost meaningless - it will inevitably be hugely specific to the circumstances. Broadly, though, if you browbeat, the NPC backs down. If you deceive, the NPC believes the lie. If you reason, the NPC accepts your argument. And if you seduce, you make a friend (at least temporarily). Beyond that... hard to say.</p><p></p><p>I would also refer to the PHB at this point - one of my purposes was to avoid adding lots of new complexity and new mechanics, so the effects of a successful roll would be essentially as described for the existing skills.</p><p></p><p>This also applies to the following:</p><p></p><p></p><p></p><p>The same as when you would call for Diplomacy/Intimidate rolls now - after the player declares his action.</p><p></p><p></p><p></p><p>There's no such mechanism currently. As in the current system, there may be complications added in the form of opposed skill rolls, a Skill Challenge, or whatever.</p><p></p><p></p><p></p><p>For the four basic categories (Browbeat, Deceive, Reason, Seduce), I would recommend +2/-2, giving an NPC one positive and one negative response in most cases.</p><p></p><p>For each additional level of detail, increase the magnitude of the modifiers by a further 2 - the more the players know about the NPC, the better able they are to interact with her.</p><p></p><p></p><p></p><p>The players generally <em>shouldn't</em> know the specific modifiers - the actual numbers really aren't necessary for making an interesting choice. However, by researching the NPC (if they care to do so, and have the opportunity to do so), they should be able to get a good idea of what she's like, and so be able to make that choice.</p></blockquote><p></p>
[QUOTE="delericho, post: 5715787, member: 22424"] Ideally, for significant NPCs, the PCs will have the opportunity to find out about the character ahead of time. Which they can do via the normal means - by looking at what she says, what she does, and what other characters say about her. Obviously, they won't be able to research every minor NPC in this way, and the players may not care to do this at all. In which case, when interacting with the NPC they'll have to take their best guess. I not sure that's a problem anyway - IRL, when I'm talking with someone new I kind of have to wing it! In truth, whether the interaction is described or not, having the system try to specify this is almost meaningless - it will inevitably be hugely specific to the circumstances. Broadly, though, if you browbeat, the NPC backs down. If you deceive, the NPC believes the lie. If you reason, the NPC accepts your argument. And if you seduce, you make a friend (at least temporarily). Beyond that... hard to say. I would also refer to the PHB at this point - one of my purposes was to avoid adding lots of new complexity and new mechanics, so the effects of a successful roll would be essentially as described for the existing skills. This also applies to the following: The same as when you would call for Diplomacy/Intimidate rolls now - after the player declares his action. There's no such mechanism currently. As in the current system, there may be complications added in the form of opposed skill rolls, a Skill Challenge, or whatever. For the four basic categories (Browbeat, Deceive, Reason, Seduce), I would recommend +2/-2, giving an NPC one positive and one negative response in most cases. For each additional level of detail, increase the magnitude of the modifiers by a further 2 - the more the players know about the NPC, the better able they are to interact with her. The players generally [i]shouldn't[/i] know the specific modifiers - the actual numbers really aren't necessary for making an interesting choice. However, by researching the NPC (if they care to do so, and have the opportunity to do so), they should be able to get a good idea of what she's like, and so be able to make that choice. [/QUOTE]
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