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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: 6739152" data-attributes="member: 97077"><p><a href="http://www.enworld.org/forum/showthread.php?470302-Persuade-Intimidate-and-Deceive-used-vs-PCs/page28" target="_blank">What Ristamar said</a>.</p><p></p><p>A player might say something like "I glance at the table and make a note of its color." Or even better, "Ever curious about the color of mundane things, I glance at the table." The latter not only is an action but says something about the character. It's kind of a silly example, but perhaps that character was an artist somewhere in his or her background and the particular description reinforces that.</p><p></p><p>The goal is to keep things in the narrative as much as possible. It encourages both the DM and players to describe things in more evocative ways, which in my view contributes to the game experience in a positive way.</p><p></p><p></p><p></p><p>I would suggest that it does not penalize "observant" characters at all. Proficiencies and feats that are used to resolve uncertainty in this regard come into play when necessary, which is after the character actually does something. Those characters (and thus their players) have an edge here over those who do not have said proficiencies and feats. I don't see any particular obligation on the part of the DM to describe a room differently depending on the character during step 1 of the basic conversation of the game. In my approach, this typically occurs in step 3.</p><p></p><p></p><p></p><p>I don't think it's awkward or implausible. It's just a matter of storytelling. In my experience, players get used to it pretty quickly and, in general, prefer it once they're in the groove.</p><p></p><p></p><p></p><p>I wouldn't say I was "pushing back." I was showing how most of those questions can be phrased as description of characters taking fictional action in the game world. I think if you're capable of asking a question, you're also capable of describing what your character is doing.</p><p></p><p>I also explained in other posts why I think that's important for more than just storytelling with the example of the mimic and a player whose characters' actions were assumed by the DM after the player asked a question. I think limiting assumptions like this is a good policy.</p></blockquote><p></p>
[QUOTE="iserith, post: 6739152, member: 97077"] [URL="http://www.enworld.org/forum/showthread.php?470302-Persuade-Intimidate-and-Deceive-used-vs-PCs/page28"]What Ristamar said[/URL]. A player might say something like "I glance at the table and make a note of its color." Or even better, "Ever curious about the color of mundane things, I glance at the table." The latter not only is an action but says something about the character. It's kind of a silly example, but perhaps that character was an artist somewhere in his or her background and the particular description reinforces that. The goal is to keep things in the narrative as much as possible. It encourages both the DM and players to describe things in more evocative ways, which in my view contributes to the game experience in a positive way. I would suggest that it does not penalize "observant" characters at all. Proficiencies and feats that are used to resolve uncertainty in this regard come into play when necessary, which is after the character actually does something. Those characters (and thus their players) have an edge here over those who do not have said proficiencies and feats. I don't see any particular obligation on the part of the DM to describe a room differently depending on the character during step 1 of the basic conversation of the game. In my approach, this typically occurs in step 3. I don't think it's awkward or implausible. It's just a matter of storytelling. In my experience, players get used to it pretty quickly and, in general, prefer it once they're in the groove. I wouldn't say I was "pushing back." I was showing how most of those questions can be phrased as description of characters taking fictional action in the game world. I think if you're capable of asking a question, you're also capable of describing what your character is doing. I also explained in other posts why I think that's important for more than just storytelling with the example of the mimic and a player whose characters' actions were assumed by the DM after the player asked a question. I think limiting assumptions like this is a good policy. [/QUOTE]
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Persuade, Intimidate, and Deceive used vs. PCs
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