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Five things that would change the game forever
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<blockquote data-quote="William Ronald" data-source="post: 2383432" data-attributes="member: 426"><p>I have fear, charms, illusions, and similar magical effects. (That, by the way, answers the question that you posed. Fear is a magical effect. Someone trying to sell you a cheap watch on the bus is not a magical effect . <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )However, I am a bit wary of having all of a player's actions determined by die rolls. Don't players have the right to choose how their characters react to an NPC? A sense motive check may indicate that someone seems sincere, but shouldn't a player decide how his character reacts to someone. I am just reluctant to force a player to have a character react a certain way because of a die roll when that character is NOT under the impact of a magical effect or a poison. Paralysis is something that happens to a character, whereas I think people choose how to respond to other people. Indeed, social interactions are one of the areas where what happens to a PC is <strong>not</strong> determined strictly by die rolls.</p><p></p><p>Certainly a PC can be outmaneveured at the negotiating table in many ways. A PC may fail on a Diplomacy or bluff check. Or if you are using roleplaying as the only way to determine if a character is convincing, then a PC can be judged to have made an unconvincing argument. (Of course, then you must concern yourself with the fact that a character may be more or less convincing in the game world than the player is in the real world. )</p><p></p><p>Sorry if I seem to be harping on a point, but I find that most players I have known want to choose their characters actions as much as possible. How a PC reacts in social situations is one of the areas not necessarily determined by a die roll. I am worried that the effect of having rules saying that "Your PC is convinced by X's overwhelming diplomatic skills to the take the mission" will cut down on good roleplaying.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 2383432, member: 426"] I have fear, charms, illusions, and similar magical effects. (That, by the way, answers the question that you posed. Fear is a magical effect. Someone trying to sell you a cheap watch on the bus is not a magical effect . ;) )However, I am a bit wary of having all of a player's actions determined by die rolls. Don't players have the right to choose how their characters react to an NPC? A sense motive check may indicate that someone seems sincere, but shouldn't a player decide how his character reacts to someone. I am just reluctant to force a player to have a character react a certain way because of a die roll when that character is NOT under the impact of a magical effect or a poison. Paralysis is something that happens to a character, whereas I think people choose how to respond to other people. Indeed, social interactions are one of the areas where what happens to a PC is [b]not[/b] determined strictly by die rolls. Certainly a PC can be outmaneveured at the negotiating table in many ways. A PC may fail on a Diplomacy or bluff check. Or if you are using roleplaying as the only way to determine if a character is convincing, then a PC can be judged to have made an unconvincing argument. (Of course, then you must concern yourself with the fact that a character may be more or less convincing in the game world than the player is in the real world. ) Sorry if I seem to be harping on a point, but I find that most players I have known want to choose their characters actions as much as possible. How a PC reacts in social situations is one of the areas not necessarily determined by a die roll. I am worried that the effect of having rules saying that "Your PC is convinced by X's overwhelming diplomatic skills to the take the mission" will cut down on good roleplaying. [/QUOTE]
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