EzekielRaiden
Follower of the Way
So, just to drive this down to the quick:I don't consider a player deciding what their character believes about a situation to be abusing the rules of the game. If a player wants their character to react to an NPC in some particular way, that's fine. If they're magically compelled to believe something, then I'll just use magic, otherwise it's fine if they do or don't believe anything. "You're not allowed to suspect that this obvious setup is an obvious setup" is not something I'd do when running a game like D&D (it would be different in a game like Pendragon).
This runs both ways, some NPCs simply don't believe PCs regardless of what they can roll on perception or deception. The goblin chieftain who has been screwed over a bunch may simply insist on payment up front regardless of what a PC can get on a persuasion or deception roll. The King isn't going to be persuaded to give up his kingdom to you by chatting, if I call for a persuasion roll it's to see whether you get exiled or managed to convince the King that it was a fun joke.
Yes, the player has 'absolute veto' of deciding what their character thinks and what deals they accept. I don't consider it abusing the rules of the game for a player to decide that their character wants revenge more than money, or believes the offer is too good to be true, or believes the offer actually has strings, or whatever else leads to them turning down the deal. This sounds to me like a DM who is trying to treat a player as an NPC in their story instead of letting the player play their character.
To be clear: I don't regard a PC turning down a 'great deal' to be ridiculous, and even if I did whether a player's character is ridiculous is a decision I leave to the player.
To use two examples from media, I'm perfectly fine if someone trying to buy their way out of revenge happens gets a response like this from The Princess Bride:
Or this response to an old business partner offering to solve all of a character's financial problems with no strings attached from Breaking Bad:
For a real-world example, 'place your abusive partner behind bars' is absolutely not the amazing deal no one would ever refuse you seem to think it is. It's incredibly common for victims in DV cases to refuse to testify or cooperate with police and prosecutors, sometimes to the point of attacking police attempting to arrest the abusive partner. While I don't have an interest in roleplaying situations like that in a game*, if I did take on something that emotionally charged I certainly would not object to a player deciding to have their character react to an offer like that in the way that real people often do, and absolutely would not try to force a player to accept a 'win' that they don't think their character would want in a highly emotionally charged situation.
*(To be clear: I think that trying to use D&D's simple social rules to handle an incredibly complex emotional situation that lots of players have real-life trauma from that they might not have disclosed or wish to disclose to the DM is an absolutely, absurdly bad idea.)
The player is always perfectly capable of shrugging off ANY attempt at persuasion, no matter what, so long as the player decides that that's what happens.
Why is this okay for social encounters, but utterly unacceptable for combat encounters?
Why can I say "The social DC to persuade me is infinity", but I cannot say "The physical AC to hit me is infinity"?








