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I feel like a hypocrite (CHA skills and RP)
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<blockquote data-quote="Saeviomagy" data-source="post: 3142539" data-attributes="member: 5890"><p>Just a point - from charm person</p><p></p><p></p><p></p><p>Charm person is more powerful than just making the target your friend. I don't think it should be, but it is. Less powerful than dominate to be sure - but more than you give it credit for.</p><p></p><p></p><p>As for me - I apply the 'immune to dip/bluff/intimidate' on both sides. Bluff makes someone think that YOU believe something is true. Diplomacy makes someone (potentially) your best friend, not a mind controlled slave. Intimidate does the exact same thing (only replace 'best friend' with 'friend'). You're not going to be able to seduce the average character away from something important to them without a hell of a setup first (ie - you know he/she is single, interested and has someone to cover for them, or reasonably think they won't get caught/nothing will go wrong). You won't be able to intimidate the average henchman into giving up his boss, unless there's already some weakness there (the boss isn't particularly scary or benevolent, or again - you could set up ahead of time: evidence that the boss already dropped him in it, the head of his boss, that sort of thing).</p><p></p><p>Note - I'm not saying that you have to give a long, complex speech and I'll be swayed by your presentation, but in much the same way as making tactical choices in combat, out of combat interactions will be far more effective if you do more than just "charge him and hit him with my sword" so to speak.</p><p></p><p>In general - taking out a foe through social interaction should be as hard and varied as taking them out through combat - sometimes they're just waiting there for a friend (with combat: the creature is asleep, all your spells are targeted at his weaknesses etc), sometimes you have some work cut out for you (the foe is awake and alert and you have no special advantage), and sometimes it's just not gonna happen (the foe is awake, alert and happens to be immune to all of your primary offensive tactics). Other parallels (ie - the entire party should be involved, preparation makes a huge difference etc) can also be drawn in a manner that will greatly enrich the social game.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 3142539, member: 5890"] Just a point - from charm person Charm person is more powerful than just making the target your friend. I don't think it should be, but it is. Less powerful than dominate to be sure - but more than you give it credit for. As for me - I apply the 'immune to dip/bluff/intimidate' on both sides. Bluff makes someone think that YOU believe something is true. Diplomacy makes someone (potentially) your best friend, not a mind controlled slave. Intimidate does the exact same thing (only replace 'best friend' with 'friend'). You're not going to be able to seduce the average character away from something important to them without a hell of a setup first (ie - you know he/she is single, interested and has someone to cover for them, or reasonably think they won't get caught/nothing will go wrong). You won't be able to intimidate the average henchman into giving up his boss, unless there's already some weakness there (the boss isn't particularly scary or benevolent, or again - you could set up ahead of time: evidence that the boss already dropped him in it, the head of his boss, that sort of thing). Note - I'm not saying that you have to give a long, complex speech and I'll be swayed by your presentation, but in much the same way as making tactical choices in combat, out of combat interactions will be far more effective if you do more than just "charge him and hit him with my sword" so to speak. In general - taking out a foe through social interaction should be as hard and varied as taking them out through combat - sometimes they're just waiting there for a friend (with combat: the creature is asleep, all your spells are targeted at his weaknesses etc), sometimes you have some work cut out for you (the foe is awake and alert and you have no special advantage), and sometimes it's just not gonna happen (the foe is awake, alert and happens to be immune to all of your primary offensive tactics). Other parallels (ie - the entire party should be involved, preparation makes a huge difference etc) can also be drawn in a manner that will greatly enrich the social game. [/QUOTE]
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