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NPC Deception/Persuasion and player agency
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<blockquote data-quote="Bill Zebub" data-source="post: 9542770" data-attributes="member: 7031982"><p>Ok, if by "sense" you mean symmetry, as I already posted I think that's easily achievable in 5e, even if you bring along DMing baggage from earlier editions.</p><p></p><p>Social skills are NOT magical powers or spells or special abilities. They are die modifers to be applied to attempted actions. Right?</p><p></p><p>Let's skip the 5e guidance where the DM gets to grant automatic success or failure, and just assume the outcome is uncertain. The next step is that the DM will determine a DC for the attempt, and the player must roll equal to or higher than that. If the goal is clearly ludicrous, the DM can just pick a stupidly high DC, and/or impose modifiers such as disadvantage.</p><p></p><p>The player rolls, and the DM abides by the decision.</p><p></p><p>If your idea of "making sense" is that the entire play loop should be symmetric, in which we swap every reference to "PC" with "NPC" and vice versa, and then do the same for "player" and "DM", then I'm 100% with you.</p><p></p><p>Letting the player choose the DC when NPCs attempt to influence them is, in my mind, perfect agency.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9542770, member: 7031982"] Ok, if by "sense" you mean symmetry, as I already posted I think that's easily achievable in 5e, even if you bring along DMing baggage from earlier editions. Social skills are NOT magical powers or spells or special abilities. They are die modifers to be applied to attempted actions. Right? Let's skip the 5e guidance where the DM gets to grant automatic success or failure, and just assume the outcome is uncertain. The next step is that the DM will determine a DC for the attempt, and the player must roll equal to or higher than that. If the goal is clearly ludicrous, the DM can just pick a stupidly high DC, and/or impose modifiers such as disadvantage. The player rolls, and the DM abides by the decision. If your idea of "making sense" is that the entire play loop should be symmetric, in which we swap every reference to "PC" with "NPC" and vice versa, and then do the same for "player" and "DM", then I'm 100% with you. Letting the player choose the DC when NPCs attempt to influence them is, in my mind, perfect agency. [/QUOTE]
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