Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Persuade, Intimidate, and Deceive used vs. PCs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ristamar" data-source="post: 6737161" data-attributes="member: 1207"><p>Equivocating the magical compulsion versus ordinary persuasion is about the same as arguing a very sharp, masterwork longsword should still do full damage to a thick-skinned creature that is resistant to slashing weapons. Sure, outside of the D&D lexicon it might make sense. Perhaps a non-magical, expertly crafted sword could overcome the resistance. But within the established 5e rules, that's typically not how it works. Could it work? Possibly, but without any consistent guidelines regarding the creation and maintenance of these extra sharp masterwork weapons, it comes down to a moment of DM fiat that could echo throughout the campaign. </p><p></p><p>Consider the following when comparing and adjudicating the effects of spells and social abilities:</p><p></p><p>Most spells and magical effects detailed within the rules are a known quantity requiring little adjudication on behalf of the DM whether they occur to PCs or NPCs . Players are usually keenly aware of their options and why they succeed or fail in these situations.</p><p></p><p>Social ability checks versus NPCs are more vague. They give the DM more leeway to adjudicate, but as a trustworthy arbiter that allows the players to act freely and put their characters' skills to use in myriad ways to avoid or overcome any obstacles or challenges, even if all the options are not explicit or obvious. </p><p></p><p>Using social ability checks versus PCs that force or heavily restrict PC (re)actions, the DM essentially becomes judge, jury, and executioner ("Your character does it because I say so.") Players are often left with little to no recourse and extremely limited options, possibly wondering if they had any agency in determining their current circumstances.</p><p></p><p>Much like the lack of rules for very sharp, masterwork swords, D&D isn't designed around precise adjudication of social interaction, especially as those rules relate to dictating player/character behavior. </p><p></p><p>Still, could a DM dictate or restrain player (re)actions simply based on opposing NPC social abilities? Sure. However, it requires an enormous amount of trust from the players. And even if the players are cooperative participants, the DM's choices will likely have huge ramifications within a campaign as the players make efforts to shore up their defenses against similar tactics or use the same measures against powerful NPCs.</p></blockquote><p></p>
[QUOTE="Ristamar, post: 6737161, member: 1207"] Equivocating the magical compulsion versus ordinary persuasion is about the same as arguing a very sharp, masterwork longsword should still do full damage to a thick-skinned creature that is resistant to slashing weapons. Sure, outside of the D&D lexicon it might make sense. Perhaps a non-magical, expertly crafted sword could overcome the resistance. But within the established 5e rules, that's typically not how it works. Could it work? Possibly, but without any consistent guidelines regarding the creation and maintenance of these extra sharp masterwork weapons, it comes down to a moment of DM fiat that could echo throughout the campaign. Consider the following when comparing and adjudicating the effects of spells and social abilities: Most spells and magical effects detailed within the rules are a known quantity requiring little adjudication on behalf of the DM whether they occur to PCs or NPCs . Players are usually keenly aware of their options and why they succeed or fail in these situations. Social ability checks versus NPCs are more vague. They give the DM more leeway to adjudicate, but as a trustworthy arbiter that allows the players to act freely and put their characters' skills to use in myriad ways to avoid or overcome any obstacles or challenges, even if all the options are not explicit or obvious. Using social ability checks versus PCs that force or heavily restrict PC (re)actions, the DM essentially becomes judge, jury, and executioner ("Your character does it because I say so.") Players are often left with little to no recourse and extremely limited options, possibly wondering if they had any agency in determining their current circumstances. Much like the lack of rules for very sharp, masterwork swords, D&D isn't designed around precise adjudication of social interaction, especially as those rules relate to dictating player/character behavior. Still, could a DM dictate or restrain player (re)actions simply based on opposing NPC social abilities? Sure. However, it requires an enormous amount of trust from the players. And even if the players are cooperative participants, the DM's choices will likely have huge ramifications within a campaign as the players make efforts to shore up their defenses against similar tactics or use the same measures against powerful NPCs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Persuade, Intimidate, and Deceive used vs. PCs
Top