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<blockquote data-quote="The-Magic-Sword" data-source="post: 8270587" data-attributes="member: 6801252"><p><h4>In fact, money where my mouth, is, and just to make it harder, I'll use 5e exclusively:</h4><p></p><h4>Persuasion:</h4><p>When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.</p><p></p><h4>Deception:</h4><p>Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.</p><p></p><p></p><p><strong>Social Interaction:</strong></p><p>In addition to roleplaying, ability checks are key in determining the outcome of an interaction.</p><p></p><p>Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other checks might be appropriate in certain situations, at your DM’s discretion.</p><p></p><p>Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Deception" target="_blank">Deception</a> is the best bet to lead the discussion. When negotiating for a hostage’s release, the cleric with <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Persuasion" target="_blank">Persuasion</a> should do most of the talking.</p><p>_______________________________________________________________________________________________________________</p><p></p><p>You need to gather information? You would just use these rules to chat up someone who would have the information you need-- or perception if you want to go stake the place out, or whatever. The game also has rules for how the DM 'should' set the DC. </p><p></p><p>Moving off 5e... <a href="https://2e.aonprd.com/Actions.aspx?ID=49" target="_blank">Gather Information - Actions - Archives of Nethys: Pathfinder 2nd Edition Database</a> other 'DND games' give even more to work off of. </p><h2></h2></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8270587, member: 6801252"] [HEADING=3]In fact, money where my mouth, is, and just to make it harder, I'll use 5e exclusively:[/HEADING] [HEADING=3]Persuasion:[/HEADING] When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. [HEADING=3]Deception:[/HEADING] Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie. [B]Social Interaction:[/B] In addition to roleplaying, ability checks are key in determining the outcome of an interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Deception']Deception[/URL] is the best bet to lead the discussion. When negotiating for a hostage’s release, the cleric with [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Persuasion']Persuasion[/URL] should do most of the talking. _______________________________________________________________________________________________________________ You need to gather information? You would just use these rules to chat up someone who would have the information you need-- or perception if you want to go stake the place out, or whatever. The game also has rules for how the DM 'should' set the DC. Moving off 5e... [URL="https://2e.aonprd.com/Actions.aspx?ID=49"]Gather Information - Actions - Archives of Nethys: Pathfinder 2nd Edition Database[/URL] other 'DND games' give even more to work off of. [HEADING=1][/HEADING] [/QUOTE]
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