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<blockquote data-quote="hawkeyefan" data-source="post: 7742876" data-attributes="member: 6785785"><p><em></em></p><p><em></em></p><p><em>Well, I think I've been clear that mechanics are involved. I've said how I prefer for the mechanics to be involved, and my contention is that I don't like such mechanics to force players to have their characters behave a certain way. I'm not against mechanics in this area. </em></p><p><em></em></p><p><em>As for the examples I gave, I think it was clear. People can be stubborn, people can be set in their ways, people can be influenced by marketing or peer pressure....we can list all kinds of factors. But ultimately, people are still free to ignore any amount of good advice or direction that they want to ignore.</em></p><p><em></em></p><p><em>So not allowing mechanics to force behavior so much as suggest behavior would indeed allow for that phenomenon. </em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em>Perhaps. But it also depends on the subject. Different people would view the persuasiveness of an argument differently, based on a lot of factors. This is why I said that calculating a target for each PC would be cumbersome. You could instead have each PC make a check against some kind of DC, established perhaps by the roll made for the NPC, but do you just use a skill stat? Do you make adjustments for things like Alignment or anything else? Certainly a Neutral Evil PC won't be as likely to agree to save someone as the Lawful Good PC, etc. </em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em>No, it uses the same DC...it's the PCs who have different capabilities to make the saving throw. This may be a pedantic distinction, and if so, I'm sorry for that. I only point it out because I've been advocating having the PCs making the rolls in social interactions as much as possible, as I just described above. My concern would be something akin to the problem I have with 3E/Pathfinder where there are dozens and dozens of adjustments made to rolls. This is me looking at it purely in the mindframe of my 5E campaign....I prefer to keep the mechanics simple and easy to implement.</em></p><p><em></em></p><p><em>As for table time, I don't think that something in the game having a game mechanic automatically means it will take more or less table time than something without a mechanic, so I don't really see the point. Certainly a PC making an open lock check takes less time than it will take the GM to then describe the room beyond the locked door, right? </em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em>These seem like mechanics from different games. So I don't know if they allow for PCs to react differently. Three of the four amount to the PCs making the same decision to help the king, and one is where the PC does not help the king. Is there one game where each of these four options exist? It seems odd to cite mechanics from different games, except perhaps as a suggestion for incorporating such mechanics. In which case, these are all interesting, but again, I wouldn't see all four existing in the same game.</em></p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7742876, member: 6785785"] [I] Well, I think I've been clear that mechanics are involved. I've said how I prefer for the mechanics to be involved, and my contention is that I don't like such mechanics to force players to have their characters behave a certain way. I'm not against mechanics in this area. As for the examples I gave, I think it was clear. People can be stubborn, people can be set in their ways, people can be influenced by marketing or peer pressure....we can list all kinds of factors. But ultimately, people are still free to ignore any amount of good advice or direction that they want to ignore. So not allowing mechanics to force behavior so much as suggest behavior would indeed allow for that phenomenon. Perhaps. But it also depends on the subject. Different people would view the persuasiveness of an argument differently, based on a lot of factors. This is why I said that calculating a target for each PC would be cumbersome. You could instead have each PC make a check against some kind of DC, established perhaps by the roll made for the NPC, but do you just use a skill stat? Do you make adjustments for things like Alignment or anything else? Certainly a Neutral Evil PC won't be as likely to agree to save someone as the Lawful Good PC, etc. No, it uses the same DC...it's the PCs who have different capabilities to make the saving throw. This may be a pedantic distinction, and if so, I'm sorry for that. I only point it out because I've been advocating having the PCs making the rolls in social interactions as much as possible, as I just described above. My concern would be something akin to the problem I have with 3E/Pathfinder where there are dozens and dozens of adjustments made to rolls. This is me looking at it purely in the mindframe of my 5E campaign....I prefer to keep the mechanics simple and easy to implement. As for table time, I don't think that something in the game having a game mechanic automatically means it will take more or less table time than something without a mechanic, so I don't really see the point. Certainly a PC making an open lock check takes less time than it will take the GM to then describe the room beyond the locked door, right? These seem like mechanics from different games. So I don't know if they allow for PCs to react differently. Three of the four amount to the PCs making the same decision to help the king, and one is where the PC does not help the king. Is there one game where each of these four options exist? It seems odd to cite mechanics from different games, except perhaps as a suggestion for incorporating such mechanics. In which case, these are all interesting, but again, I wouldn't see all four existing in the same game.[/i] [/QUOTE]
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