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<blockquote data-quote="Don Durito" data-source="post: 7826940" data-attributes="member: 6687260"><p>Well yes. I don't mean word for word. And I don't think it's good practice to assume that what the player says and what the NPC says are word for word identical anyway. But if the King won't assist because he is worried about the Orcs on his border - then you should address his concerns about the Orcs on his border. And I think it's best to leave space so that if you can do that directly you probably don't need to roll.</p><p></p><p>If you say the thing that will convince the king then you convince the king.</p><p></p><p>I feel like in D&D at least, the social system should underpin that. Maybe you need rolls to find out what is worrying the king, to find the contacts to get an audience for the king, to gain extra insight into how other people in the court will react etc.</p><p></p><p>What I definitely don't want is "Ok roll persuade".</p><p></p><p>There's issues with having the same system for abstract social situations (I hit bars and try to make friends with someone who works at the palace) incidental encounters, (I try to fast talk the guards into letting me through the gate), and set pieces/full on social encounters.</p><p></p><p>In the latter situation the system really needs to be able to either step up or step back. (And it's not fair to a player who takes "Persuade" that in the very situation in which the spotlight is most focused on the act of persuasion the mechanical choice becomes irrelevant - so the persuade skill has to go.)</p><p></p><p>That's what I meant about leaving gaps.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7826940, member: 6687260"] Well yes. I don't mean word for word. And I don't think it's good practice to assume that what the player says and what the NPC says are word for word identical anyway. But if the King won't assist because he is worried about the Orcs on his border - then you should address his concerns about the Orcs on his border. And I think it's best to leave space so that if you can do that directly you probably don't need to roll. If you say the thing that will convince the king then you convince the king. I feel like in D&D at least, the social system should underpin that. Maybe you need rolls to find out what is worrying the king, to find the contacts to get an audience for the king, to gain extra insight into how other people in the court will react etc. What I definitely don't want is "Ok roll persuade". There's issues with having the same system for abstract social situations (I hit bars and try to make friends with someone who works at the palace) incidental encounters, (I try to fast talk the guards into letting me through the gate), and set pieces/full on social encounters. In the latter situation the system really needs to be able to either step up or step back. (And it's not fair to a player who takes "Persuade" that in the very situation in which the spotlight is most focused on the act of persuasion the mechanical choice becomes irrelevant - so the persuade skill has to go.) That's what I meant about leaving gaps. [/QUOTE]
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