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General Tabletop Discussion
*Dungeons & Dragons
Persuade, Intimidate, and Deceive used vs. PCs
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<blockquote data-quote="iserith" data-source="post: 6726595" data-attributes="member: 97077"><p>Try looking at it this way:</p><p></p><p>The NPC did something to influence a character. You determined that the outcome of that thing had an uncertain outcome and a chance of determining how a character thinks and acts. You rolled dice to determine that outcome. You then narrated the result of the NPC's actions and the impact on the character. And now, I assume (correct me if I'm wrong) that you expect the player to play true to whatever you just said his character thinks or acts.</p><p></p><p></p><p></p><p>In my game, what an NPC can affect when it comes to PCs stops where it comes to infringing upon the player's right to determine how the character thinks, acts, or what he or she says. Except when it comes to magical compulsion. That is the only time I can say what a character does.</p><p></p><p></p><p></p><p>Magic of the kind we're discussing has a specific effect - charming, dominating, or the like. An ability check is used to resolve uncertainty in a fictional action taken. However, since the rules tell us that the player is who determines how a character thinks, acts, and what he or she says, there is no uncertainty when it comes to how a character responds to that NPC's fictional actions. The player decides.</p><p></p><p></p><p></p><p>I would see that as a tool for controlling the characters. That doesn't fly at my table. The players control the characters.</p><p></p><p></p><p></p><p>The descriptions don't work to accomplish... what though? Getting the players to do what you want, right? Be intimidated or deceived or whatever. That is a level of control over the character that the DM does not have at our table.</p></blockquote><p></p>
[QUOTE="iserith, post: 6726595, member: 97077"] Try looking at it this way: The NPC did something to influence a character. You determined that the outcome of that thing had an uncertain outcome and a chance of determining how a character thinks and acts. You rolled dice to determine that outcome. You then narrated the result of the NPC's actions and the impact on the character. And now, I assume (correct me if I'm wrong) that you expect the player to play true to whatever you just said his character thinks or acts. In my game, what an NPC can affect when it comes to PCs stops where it comes to infringing upon the player's right to determine how the character thinks, acts, or what he or she says. Except when it comes to magical compulsion. That is the only time I can say what a character does. Magic of the kind we're discussing has a specific effect - charming, dominating, or the like. An ability check is used to resolve uncertainty in a fictional action taken. However, since the rules tell us that the player is who determines how a character thinks, acts, and what he or she says, there is no uncertainty when it comes to how a character responds to that NPC's fictional actions. The player decides. I would see that as a tool for controlling the characters. That doesn't fly at my table. The players control the characters. The descriptions don't work to accomplish... what though? Getting the players to do what you want, right? Be intimidated or deceived or whatever. That is a level of control over the character that the DM does not have at our table. [/QUOTE]
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Persuade, Intimidate, and Deceive used vs. PCs
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