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Does the "Friends" cantrip need a fix?
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<blockquote data-quote="redrick" data-source="post: 6615101" data-attributes="member: 6777696"><p>Well, it is multiple sentences. Which is mostly what I'm trying to illustrate. Pick up a page from a script and see how much gets covered in one page. It's a lot more than one quick exchange. We allow one quick exchange within a single combat round. A minute, or even 45 seconds, allowing a few moments to start your getaway, gives you the time to either make a lengthy and impassioned speech, or to have a series of short back and forth exchanges. If you are acting with purpose (as anyone under the circumstances would), you can say quite a bit in a minute.</p><p></p><p>But, of course, your mileage may vary on the individual scenario, and a DC of 17 is probably too low for that exact scenario. I might also expect the players to do a little more convincing to pull it off. For instance, in the well scenario, the sound of something splashing in the well would help. Maybe followed by screams coming from around the well. (Is the character able to convince people standing around the well to act agitated? How?) The persuasion of the guard is the final icing on the cake, with a little bit of extra kick from Friends, because you really need to sell it. Similarly, if we're using Friends to sneak into an enemy army encampment, you already need to successfully disguise yourself, and maybe come up with the appropriate costumes or equipment. It all depends on the circumstances, but Friends could definitely be employed in many of them to help really sell a lynch-pin bit of convincing under a time constraint.</p><p></p><p>(Smuggling a wagon through a check-point is a particularly good example of where you really want that to happen with One Quick Interaction, because the longer you spend at that check-point, the more likely the guard is going to want to see what's in the back of that wagon.)</p></blockquote><p></p>
[QUOTE="redrick, post: 6615101, member: 6777696"] Well, it is multiple sentences. Which is mostly what I'm trying to illustrate. Pick up a page from a script and see how much gets covered in one page. It's a lot more than one quick exchange. We allow one quick exchange within a single combat round. A minute, or even 45 seconds, allowing a few moments to start your getaway, gives you the time to either make a lengthy and impassioned speech, or to have a series of short back and forth exchanges. If you are acting with purpose (as anyone under the circumstances would), you can say quite a bit in a minute. But, of course, your mileage may vary on the individual scenario, and a DC of 17 is probably too low for that exact scenario. I might also expect the players to do a little more convincing to pull it off. For instance, in the well scenario, the sound of something splashing in the well would help. Maybe followed by screams coming from around the well. (Is the character able to convince people standing around the well to act agitated? How?) The persuasion of the guard is the final icing on the cake, with a little bit of extra kick from Friends, because you really need to sell it. Similarly, if we're using Friends to sneak into an enemy army encampment, you already need to successfully disguise yourself, and maybe come up with the appropriate costumes or equipment. It all depends on the circumstances, but Friends could definitely be employed in many of them to help really sell a lynch-pin bit of convincing under a time constraint. (Smuggling a wagon through a check-point is a particularly good example of where you really want that to happen with One Quick Interaction, because the longer you spend at that check-point, the more likely the guard is going to want to see what's in the back of that wagon.) [/QUOTE]
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Does the "Friends" cantrip need a fix?
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