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CHARISMA: Is it a dud score?
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<blockquote data-quote="Staffan" data-source="post: 2760733" data-attributes="member: 907"><p>That's where circumstance bonuses come in. In the various Eberron books, major NPCs are often given reaction modifiers that change how easy they are to talk to if you fulfill various criteria. For example, Knight-Marshal of the Citadel, Sir Banarak Tithion, has the following modifiers: Party includes an agent of the Citadel +4, party has helped maintain order in the city +2, party was causing trouble in the city -4, party brings bad news -2.</p><p></p><p></p><p>TORG splits interactions (the D&D Diplomacy skill) into two skills: Charm and Persuade. Charm is used to make people like you (using a five-step scale similar to the one in D&D - Enemy, Hostile, Neutral, Friendly, Loyal), and Persuade is used to get them to actually do something. The difficulty of getting them to do so depends on their attitude toward you, and differentiating between "Negotiated Success" (make it worth something to them), "Yes" (you get them to do what you want), and "Vow" (even better) - the latter two being restricted to Friendly/Loyal and Loyal targets, respectively.</p></blockquote><p></p>
[QUOTE="Staffan, post: 2760733, member: 907"] That's where circumstance bonuses come in. In the various Eberron books, major NPCs are often given reaction modifiers that change how easy they are to talk to if you fulfill various criteria. For example, Knight-Marshal of the Citadel, Sir Banarak Tithion, has the following modifiers: Party includes an agent of the Citadel +4, party has helped maintain order in the city +2, party was causing trouble in the city -4, party brings bad news -2. TORG splits interactions (the D&D Diplomacy skill) into two skills: Charm and Persuade. Charm is used to make people like you (using a five-step scale similar to the one in D&D - Enemy, Hostile, Neutral, Friendly, Loyal), and Persuade is used to get them to actually do something. The difficulty of getting them to do so depends on their attitude toward you, and differentiating between "Negotiated Success" (make it worth something to them), "Yes" (you get them to do what you want), and "Vow" (even better) - the latter two being restricted to Friendly/Loyal and Loyal targets, respectively. [/QUOTE]
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