ShadowSeeker
First Post
This is a good situation that illustrates my problems with "Friends". A would never use "Friends" if I were caster Bob. Here is why:CASTER BOB pulls something out of a pouch at his waste and smears it on his face. Suddenly, he seems to exude an air of trustworthiness. He rushes towards THE GUARD and starts waving his arms agitatedly.
CASTER BOB
Oh my god! A little kid just fell into that well! You've gotta help him! Quick! I think he's already drowning!
The guard looks at Caster Bob with some suspicion, but finds him strangely convincing. Still he holds his ground.
GUARD
Well, I don't know, sir. I'm supposed to be holding this post. It's not really my job to look after these stupid kids.
CASTER BOB
He's drowning! There's nobody else nearby! And here, let me give you this rope! Please!
The guard looks towards the well, and finds Caster Bob's urgency contagious. He throws down his halberd, grabs the rope, and launches himself towards the well.
GUARD
I am coming to save you, child!
The guard descends into the well for about 15 seconds (3 combat rounds, 45 feet, if the well is deep enough).
GUARD
Wait a minute, something here is terribly wrong. Alarm!
Meanwhile, 150 feet away (3 combat rounds, dashing), a group of 6 heavily armed adventurers race towards the Big Unprotected Magic Thing in the center of the square.
I think that would all fit on a script page.
Without Friends:
Charisma Check succeeds: I get in unchallenged.
Charisma Check fails: Guard doesn't leave his post. I can try another tactic.
With Friends: advantage on Check
Charisma Check succeeds: I get in, but alarm is sounded. If this was the goal I could just surprise attack him 6 to 1 and kill him off and then get it a round later.
Charisma Check fails: Guard doesn't leave his post but becomes hostile. The guard at least would send me away and would confront me if he sees me again.
This is where our personal playstyle seems to differ. Our group always act out any kind of attempts to negotiate or deceive someone.Of course, the player doesn't have to come up with all that. All he has to say is, "I'm going to try to convince the guard to climb into the well to pull out a fallen child." At which point I, as the DM would say, "Ok, give me a persuasion check of 17, with advantage. Since you have +5 on persuasion, you'll need a 12 or more on one of the two d20s." (I wouldn't say that last part actually, but just for illustration.)