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<blockquote data-quote="hawkeyefan" data-source="post: 7741573" data-attributes="member: 6785785"><p>No need to apologize....it was not the best choice of word. And I knew there are systems that allowed for this, but not really which ones, so your examples were useful. </p><p></p><p></p><p></p><p></p><p>Okay, but with Steel, it sounds more like a fear check, for which many games have some kind of mechanic, and which usually involves some far out elements I wouldn’t attribute to something a person can achieve with a skill (dragon fear, horror checks, and the like).</p><p></p><p>This is something different, I think, no? </p><p></p><p></p><p></p><p>I think that if the game in question has mechanics designed around this, that’s fine. They may be great or lousy, as any game element may be. It varies from game to game, I suppose.</p><p></p><p>But when such mechanics are absent, or not clearly defined, that’s where I’d lean toward not allowing skills to be so influential. For me, having the PC use his skill against te NPC rather than the other way around is the easiest way to avoid any issue.</p><p></p><p></p><p></p><p>Resolve, sure...I think a game mechanic to replicate things far beyond the normal human experience influencing the state of mind of the PC is just fine.</p><p></p><p>But the skill of an NPC dictating the behavior of a PC just seems undesirable to me. There are examples we coukd come uo with that I would be more okay with, but generally it’s something I’d try to avoid. And I don’t think that avoiding it means that PCs are immune to fear or influence or the like.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7741573, member: 6785785"] No need to apologize....it was not the best choice of word. And I knew there are systems that allowed for this, but not really which ones, so your examples were useful. Okay, but with Steel, it sounds more like a fear check, for which many games have some kind of mechanic, and which usually involves some far out elements I wouldn’t attribute to something a person can achieve with a skill (dragon fear, horror checks, and the like). This is something different, I think, no? I think that if the game in question has mechanics designed around this, that’s fine. They may be great or lousy, as any game element may be. It varies from game to game, I suppose. But when such mechanics are absent, or not clearly defined, that’s where I’d lean toward not allowing skills to be so influential. For me, having the PC use his skill against te NPC rather than the other way around is the easiest way to avoid any issue. Resolve, sure...I think a game mechanic to replicate things far beyond the normal human experience influencing the state of mind of the PC is just fine. But the skill of an NPC dictating the behavior of a PC just seems undesirable to me. There are examples we coukd come uo with that I would be more okay with, but generally it’s something I’d try to avoid. And I don’t think that avoiding it means that PCs are immune to fear or influence or the like. [/QUOTE]
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