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General Tabletop Discussion
*Dungeons & Dragons
Persuade, Intimidate, and Deceive used vs. PCs
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<blockquote data-quote="Pauln6" data-source="post: 6734922" data-attributes="member: 6777422"><p>You're right that I was too dogmatic in my example of the Fear spell - a spell that I've never once used in 32 years of play! But my red line seems to be thinner than yours. I think advising players on how a skill roll makes their character feel informs their roleplaying whereas you feel it applies unjustifiable pressure on that player to follow exactly what I say. I can assure you that my players do NOT do do exactly what I say in these scenarios. They roleplay as they see fit.</p><p></p><p>But based on what you say, the hierarchy seems to be thus:</p><p></p><p>1. Magical Fear - spell dictates certain actions; player chooses what PC does outside the actions dictated by the spell.</p><p>2. Frightened Condition - player chooses what PC does outside the restrictions dictated by the condition. DM may grant inspiration based on roleplay. </p><p>3. Intimidated by skill roll - DM provides guidance as to how the NPC skill roll makes the PC feel (based on the total score rolled and assuming that situation and high roll do not impose the frightened condition). Player player chooses what PC does. DM may grant inspiration based on this roleplay. DM may ask player to reconsider or justify an action if desired action appears to disregard the skill roll entirely.</p><p></p><p>Otherwise why even bother to give monsters skill training in interaction skills? They are clearly intended to have some kind of effect and I don't believe that it was ever intended that this should be solely limited to NPC on NPC action. How often is that even going to be a thing?</p><p></p><p>Persuasion is far harder to roleplay than intimidate for sure.</p><p></p><p>I am curious to know though how you would deal with the situation where the player of a cleric chooses to do something that clearly contravenes alignment or religious dogma of the deity? Obviously the player and PC can do what they like and if you are a DM that feels no interference or advice is ever justified, you are equally free to ignore the alignment and deity restrictions. To me the story does have a life of its own so I would feel that the player should be given some advice and feedback to help them understand potential consequences even though I would make it very clear that the choice and the consequences are ultimately down to them and will make a fine story in their own right.</p></blockquote><p></p>
[QUOTE="Pauln6, post: 6734922, member: 6777422"] You're right that I was too dogmatic in my example of the Fear spell - a spell that I've never once used in 32 years of play! But my red line seems to be thinner than yours. I think advising players on how a skill roll makes their character feel informs their roleplaying whereas you feel it applies unjustifiable pressure on that player to follow exactly what I say. I can assure you that my players do NOT do do exactly what I say in these scenarios. They roleplay as they see fit. But based on what you say, the hierarchy seems to be thus: 1. Magical Fear - spell dictates certain actions; player chooses what PC does outside the actions dictated by the spell. 2. Frightened Condition - player chooses what PC does outside the restrictions dictated by the condition. DM may grant inspiration based on roleplay. 3. Intimidated by skill roll - DM provides guidance as to how the NPC skill roll makes the PC feel (based on the total score rolled and assuming that situation and high roll do not impose the frightened condition). Player player chooses what PC does. DM may grant inspiration based on this roleplay. DM may ask player to reconsider or justify an action if desired action appears to disregard the skill roll entirely. Otherwise why even bother to give monsters skill training in interaction skills? They are clearly intended to have some kind of effect and I don't believe that it was ever intended that this should be solely limited to NPC on NPC action. How often is that even going to be a thing? Persuasion is far harder to roleplay than intimidate for sure. I am curious to know though how you would deal with the situation where the player of a cleric chooses to do something that clearly contravenes alignment or religious dogma of the deity? Obviously the player and PC can do what they like and if you are a DM that feels no interference or advice is ever justified, you are equally free to ignore the alignment and deity restrictions. To me the story does have a life of its own so I would feel that the player should be given some advice and feedback to help them understand potential consequences even though I would make it very clear that the choice and the consequences are ultimately down to them and will make a fine story in their own right. [/QUOTE]
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Persuade, Intimidate, and Deceive used vs. PCs
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