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*Dungeons & Dragons
Does the "Friends" cantrip need a fix?
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<blockquote data-quote="redrick" data-source="post: 6615058" data-attributes="member: 6777696"><p>Character acting aside, implicit in the attempt to use Friends is the character's intention to complete the action within the 1 minute time frame. So, as long as the player and I both agree that there is a way that somebody could be convinced of something in 1 minute, I don't need the player to act out that exact dialogue for me. That's where the charisma check comes in. Can the character effectively convince somebody of something quickly and forcefully? And 1 minute gives you a lot more than 1 sentence. It gives you about 1 script page. Pulling up a script page at random, I see 10 character character lines (as in a different character says something. Some are just 1 sentence, some are two or 3 sentences), and some blocking and scene description. That's quite a bit of interaction, much more than you give above.</p><p></p><p>Here's how the above scene would work, on a successful performance or persuasion roll:</p><p></p><p>---</p><p></p><p>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.</p><p></p><p>CASTER BOB</p><p>Oh my god! A little kid just fell into that well! You've gotta help him! Quick! I think he's already drowning!</p><p></p><p>The guard looks at Caster Bob with some suspicion, but finds him strangely convincing. Still he holds his ground.</p><p></p><p>GUARD</p><p>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.</p><p></p><p>CASTER BOB</p><p>He's drowning! There's nobody else nearby! And here, let me give you this rope! Please!</p><p></p><p>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.</p><p></p><p>GUARD</p><p>I am coming to save you, child!</p><p></p><p>The guard descends into the well for about 15 seconds (3 combat rounds, 45 feet, if the well is deep enough).</p><p></p><p>GUARD</p><p>Wait a minute, something here is terribly wrong. Alarm!</p><p></p><p>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.</p><p></p><p>---</p><p></p><p>I think that would all fit on a script page.</p><p></p><p>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.)</p></blockquote><p></p>
[QUOTE="redrick, post: 6615058, member: 6777696"] Character acting aside, implicit in the attempt to use Friends is the character's intention to complete the action within the 1 minute time frame. So, as long as the player and I both agree that there is a way that somebody could be convinced of something in 1 minute, I don't need the player to act out that exact dialogue for me. That's where the charisma check comes in. Can the character effectively convince somebody of something quickly and forcefully? And 1 minute gives you a lot more than 1 sentence. It gives you about 1 script page. Pulling up a script page at random, I see 10 character character lines (as in a different character says something. Some are just 1 sentence, some are two or 3 sentences), and some blocking and scene description. That's quite a bit of interaction, much more than you give above. Here's how the above scene would work, on a successful performance or persuasion roll: --- 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. 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.) [/QUOTE]
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Does the "Friends" cantrip need a fix?
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