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<blockquote data-quote="Chris_Nightwing" data-source="post: 6187261" data-attributes="member: 882"><p>Agreed that you should be rolling against their Charisma.</p><p></p><p>It would be better if there was a bit of back and forth. How about:</p><p></p><p>- Interaction is resolved cyclically, with the instigator going first.</p><p>- On your action you can either try to discern information (Wis vs. Cha), project misinformation (if someone fails to discern against you, you tell them what you like), make an offer (persuade, bluff or intimidate to get an outcome, possibly targetting an ideal/flaw/bond) or just remain passive</p><p>- Most NPCs will remain passive, but those you want to play tricksy can project misinformation, make offers/counteroffers or size up the PCs.</p><p>- Obviously PCs are not bound by the reaction system, so if an NPC discerns information against them, then make the PC aware that they must include that in the offer or suffer a penalty. If an NPC makes them an offer 'they can't refuse' because they hit the right ideal/flaw/bond or are just very skilled, then make the PC aware that they need to include whatever is in that offer in the future or suffer a penalty.</p><p></p><p>An example would be, say, a Paladin trying to question a thief as a witness to a murder.</p><p>The thief has an ideal: their code of honour forbids killing, but also forbids snitching. Their flaw is generic greed. They have a bond with their guild.</p><p>The Paladin is the PC, but has a clear code of honour and the player has made it clear they have a bond with their family in the town.</p><p>So, the Paladin starts by discerning information, and succeeds and the thief's code of honour becomes apparent to them.</p><p>The thief knows this, and decides to project an offer that he didn't see anything - a bluff check - which luckily succeeds, but the PC doesn't have to believe that, only use it in future offers.</p><p>The Paladin's player doesn't believe the thief, but knows the thief won't snitch. He decides to gamble that the thief is greedy and makes an offer, including a 'reward' for information about people in the area before the murder, everyone and anyone - this persuade check suffers a penalty because it overrides the previous offer, but a bonus for targetting the thief's flaw. Snitching is against the thief's code of honour but the Paladin has made an attempt to work around that indirectly, so no penalty is given. The check therefore comes out neutral - it succeeds and the 'reward' gets the Paladin the information he needs.</p><p></p><p>The DM would have to determine whether or not a particular offer deserves bonuses/penalties but you can always use the benefit of the doubt mechanic from <em>Just a Minute</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6187261, member: 882"] Agreed that you should be rolling against their Charisma. It would be better if there was a bit of back and forth. How about: - Interaction is resolved cyclically, with the instigator going first. - On your action you can either try to discern information (Wis vs. Cha), project misinformation (if someone fails to discern against you, you tell them what you like), make an offer (persuade, bluff or intimidate to get an outcome, possibly targetting an ideal/flaw/bond) or just remain passive - Most NPCs will remain passive, but those you want to play tricksy can project misinformation, make offers/counteroffers or size up the PCs. - Obviously PCs are not bound by the reaction system, so if an NPC discerns information against them, then make the PC aware that they must include that in the offer or suffer a penalty. If an NPC makes them an offer 'they can't refuse' because they hit the right ideal/flaw/bond or are just very skilled, then make the PC aware that they need to include whatever is in that offer in the future or suffer a penalty. An example would be, say, a Paladin trying to question a thief as a witness to a murder. The thief has an ideal: their code of honour forbids killing, but also forbids snitching. Their flaw is generic greed. They have a bond with their guild. The Paladin is the PC, but has a clear code of honour and the player has made it clear they have a bond with their family in the town. So, the Paladin starts by discerning information, and succeeds and the thief's code of honour becomes apparent to them. The thief knows this, and decides to project an offer that he didn't see anything - a bluff check - which luckily succeeds, but the PC doesn't have to believe that, only use it in future offers. The Paladin's player doesn't believe the thief, but knows the thief won't snitch. He decides to gamble that the thief is greedy and makes an offer, including a 'reward' for information about people in the area before the murder, everyone and anyone - this persuade check suffers a penalty because it overrides the previous offer, but a bonus for targetting the thief's flaw. Snitching is against the thief's code of honour but the Paladin has made an attempt to work around that indirectly, so no penalty is given. The check therefore comes out neutral - it succeeds and the 'reward' gets the Paladin the information he needs. The DM would have to determine whether or not a particular offer deserves bonuses/penalties but you can always use the benefit of the doubt mechanic from [i]Just a Minute[/i] ;) [/QUOTE]
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