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D&D 5E Persuade, Intimidate, and Deceive used vs. PCs

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An NPC being intimidating and a PC being Intimidated are very different things. If Krusk the barbarian's natural reaction to being threatened is to lash out, or make his own threats then I don't think it would be fair for a DM to say, you are intimidated.

I would describe the NPC as making his threats and then ask how the PC responds. More power to the Player to have their character act the way they want. (Magical fear notwithstanding)


if Krusk the barbarian's reaction to being intimidated is a fight response, that's fine. I don't see what about that stops him from being intimidated...
 

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pauseing the flow of the game to answer a question seems much easier then pauseing the flow of the game to tell someone not to ask a question...

But eventually the player will stop asking for permission to move, or remember things, and simply take those actions.

And question-time is something I try to avoid. I find that nothing bogs down the flow more than describing a room, then having the PCs spend ten minutes asking questions before they begin to interact.

But I digress, this is a little off-topic.
 

But eventually the player will stop asking for permission to move, or remember things, and simply take those actions.

And question-time is something I try to avoid. I find that nothing bogs down the flow more than describing a room, then having the PCs spend ten minutes asking questions before they begin to interact.

But I digress, this is a little off-topic.

again, I think the fact that I let my players out of game question me might be what opens up the communication so that in my games I'm not taking control of there characters, they can question anything at any time...
 

if Krusk the barbarian's reaction to being intimidated is a fight response, that's fine. I don't see what about that stops him from being intimidated...

But what you're saying here is that he is fighting back because he is afraid or intimidated, which is the DM prescribed effect.
I'm saying he is reckless and doesn't take kindly to threats, which is a character trait defined by the player.
 

Player 1: Hey, doesn't he know who runs the thieves around here?
DM: Why are you asking me? I'm not [dwarf fighter].
Player 1: "Hey [dwarf fighter], don't you know who runs the thieves around here?"
Player 2: "Yep. It's [NPC]."

or

Player 2: "Hmm, it's been a while since I've been home..." I try to recall who runs the local thieves' guild. I might know because I grew up here. (<-- action)
DM: It's Chuck Dagger, a thoroughly disreputable scoundrel who is said to run his crime organization, The Chiselers, from Old Town.

or

Player 2: "Hmm, it's been a while since I've been home..." I try to recall who runs the local thieves' guild. I might know because I grew up here. (<-- action)
DM: I think according to your background, you left town at an early age. So let's see a DC 10 Intelligence check. If you succeed, I'll tell you who it is and where you can find this person. If you fail, I'll tell you only who it is and it's on you to find his or her location, if you want.
Player 2: Okay. *rolls* 12. (<-- ability check)
DM: It's Chuck Dagger, a thoroughly disreputable scoundrel who is said to run his crime organization, The Chiselers, from Old Town.

This is how I would handle it.

These are great. Up until about 6years ago that first one would have never been something I'd do. The world was mine. I've had a lot more fun since loosening my hold on the reins.
 

again, I think the fact that I let my players out of game question me might be what opens up the communication so that in my games I'm not taking control of there characters, they can question anything at any time...

I have no problem communicating with my players. I just like to let them know that they have inherent permission to do things and complete agency over their character's decisions.
 

But what you're saying here is that he is fighting back because he is afraid or intimidated, which is the DM prescribed effect.
I'm saying he is reckless and doesn't take kindly to threats, which is a character trait defined by the player.

but you are also saying he is immune to being intimidated if the PC so wishes... can the PC make his character immune to anything, or just being lied to and intimidated...

if so how do you feel when your PCs say "SInce I'm in control of my PC, I choose not to take the damage?"
 

but you are also saying he is immune to being intimidated if the PC so wishes... can the PC make his character immune to anything, or just being lied to and intimidated...

if so how do you feel when your PCs say "SInce I'm in control of my PC, I choose not to take the damage?"

What is the mechanical effect of being intimidated? What effect is this PC immune to?
 

I have no problem communicating with my players. I just like to let them know that they have inherent permission to do things and complete agency over their character's decisions.

hey funny thing... me too. I let them question me, or each other. I let them decide how there characters act and think and say... I just do all that with skills applied evenly PC and NPC
 


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