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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: 6734955" data-attributes="member: 97077"><p>The third bit, "Intimidated by skill roll," will never happen in my game. Saying the character is intimidated is saying how he or she thinks and acts. The DM is saying "your character is cowed and afraid because of what [NPC] did..." then asking the player to make choices according to that fear. The DM doesn't get to decide that a character is afraid in my view, short of magical compulsion.</p><p></p><p>I think there's a disconnect as to the purpose and use of ability checks as well. Ability checks or "skill checks" as some want to call them aren't powers to be activated. Ability checks exist separate from the fictional actions taking place and their purpose is to resolve uncertainty. There is no uncertainty about how a character responds to a NPC's attempt to deceive, intimidate, or persuade because the player is in full control of that. No uncertainty, no ability check.</p><p></p><p></p><p></p><p>On what are you basing your assertion that "they are clearly intended to have some kind of effect?"</p><p></p><p>To my mind, monsters skill training in social interaction-type skills can be used for several purposes: (1) Use against other NPCs; (2) Use for opposed checks or to set a DC when rolling to resolve uncertainty as to the outcome of a player character's action; and (3) Use as a shorthand fictional descriptor e.g. a monster with a good Deception or Intimidation bonus will tend to act deceptively or in an intimidating fashion during an interaction.</p><p></p><p></p><p></p><p>A player is free to determine how his or her character thinks, acts, and what he or she says in my game. That does not mean the player's choices are without consequence. After all, the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Knowingly violating those wishes without being repentant would seem to have an obvious conclusion.</p></blockquote><p></p>
[QUOTE="iserith, post: 6734955, member: 97077"] The third bit, "Intimidated by skill roll," will never happen in my game. Saying the character is intimidated is saying how he or she thinks and acts. The DM is saying "your character is cowed and afraid because of what [NPC] did..." then asking the player to make choices according to that fear. The DM doesn't get to decide that a character is afraid in my view, short of magical compulsion. I think there's a disconnect as to the purpose and use of ability checks as well. Ability checks or "skill checks" as some want to call them aren't powers to be activated. Ability checks exist separate from the fictional actions taking place and their purpose is to resolve uncertainty. There is no uncertainty about how a character responds to a NPC's attempt to deceive, intimidate, or persuade because the player is in full control of that. No uncertainty, no ability check. On what are you basing your assertion that "they are clearly intended to have some kind of effect?" To my mind, monsters skill training in social interaction-type skills can be used for several purposes: (1) Use against other NPCs; (2) Use for opposed checks or to set a DC when rolling to resolve uncertainty as to the outcome of a player character's action; and (3) Use as a shorthand fictional descriptor e.g. a monster with a good Deception or Intimidation bonus will tend to act deceptively or in an intimidating fashion during an interaction. A player is free to determine how his or her character thinks, acts, and what he or she says in my game. That does not mean the player's choices are without consequence. After all, the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Knowingly violating those wishes without being repentant would seem to have an obvious conclusion. [/QUOTE]
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