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Persuade, Intimidate, and Deceive used vs. PCs
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<blockquote data-quote="Hriston" data-source="post: 6745122" data-attributes="member: 6787503"><p>I'm glad that would be okay with you. I didn't think that would count, in your book, as responding appropriately to an in-world stimulus. Many people would consider not giving in to threats the same as not being intimidated.</p><p></p><p></p><p></p><p></p><p></p><p>While Magni's being played by the DM, I would consider the DM to have the full range of options the DM has when playing any NPC. If the DM decides that a Charisma check that targets Magni has no chance of success then the DM could disallow it, IMO. If the DM wanted to run Magni as a more conventional NPC, and let Charisma checks have a chance of swaying him, that would be fine too.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I think I've explained how using Charisma checks to determine what a PC does in response to a social interaction makes D&D seem more like a wargame, or a simulation, to me, than like an RPG, but you don't seem to do that. It also wasn't meant to be disparaging of anyone's playstyle. As I said, I enjoy wargames myself, and, as you point out, I didn't know that you do not.</p><p></p><p></p><p> </p><p></p><p>Now, I don't think ability checks are designed to answer those questions, but if you want to randomly determine how scary the Orc is, you could do that. You could also use the Orc's stat block or just make it up, </p><p></p><p></p><p></p><p></p><p></p><p></p><p>This is why, in my games, Charisma has a real effect on social interactions. NPCs will comply with requests as the result of a successful check based on the NPC's Starting Attitude and the level of risk involved.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I believe you, but you might want to consider that telling a player his or her PC is frightened is a poor substitute for the player genuinely fearing for the safety of his or her PC.</p><p></p><p></p><p></p><p></p><p>I don't think they're the same. The result of getting hit is for the most part out of your control. You take damage, or maybe, if you have an ability to use your reaction to change that, you can, but that's an exception. The way you run Intimidation and Deception, what's the result of being intimidated or deceived? You have said you leave that up to the player. That's not the same at all.</p><p></p><p></p><p></p><p></p><p></p><p>"I got hit, so I cry like a baby at the pain as the arrow strikes me in the leg," is not a meaningful choice, although it might be entertaining for the group, because it doesn't affect the course of the narrative.</p><p></p><p>"I got hit, so I cast Shield to deflect the arrow," is meaningful, because it changes the outcome in exchange for expending resources.</p></blockquote><p></p>
[QUOTE="Hriston, post: 6745122, member: 6787503"] I'm glad that would be okay with you. I didn't think that would count, in your book, as responding appropriately to an in-world stimulus. Many people would consider not giving in to threats the same as not being intimidated. While Magni's being played by the DM, I would consider the DM to have the full range of options the DM has when playing any NPC. If the DM decides that a Charisma check that targets Magni has no chance of success then the DM could disallow it, IMO. If the DM wanted to run Magni as a more conventional NPC, and let Charisma checks have a chance of swaying him, that would be fine too. I think I've explained how using Charisma checks to determine what a PC does in response to a social interaction makes D&D seem more like a wargame, or a simulation, to me, than like an RPG, but you don't seem to do that. It also wasn't meant to be disparaging of anyone's playstyle. As I said, I enjoy wargames myself, and, as you point out, I didn't know that you do not. Now, I don't think ability checks are designed to answer those questions, but if you want to randomly determine how scary the Orc is, you could do that. You could also use the Orc's stat block or just make it up, This is why, in my games, Charisma has a real effect on social interactions. NPCs will comply with requests as the result of a successful check based on the NPC's Starting Attitude and the level of risk involved. I believe you, but you might want to consider that telling a player his or her PC is frightened is a poor substitute for the player genuinely fearing for the safety of his or her PC. I don't think they're the same. The result of getting hit is for the most part out of your control. You take damage, or maybe, if you have an ability to use your reaction to change that, you can, but that's an exception. The way you run Intimidation and Deception, what's the result of being intimidated or deceived? You have said you leave that up to the player. That's not the same at all. "I got hit, so I cry like a baby at the pain as the arrow strikes me in the leg," is not a meaningful choice, although it might be entertaining for the group, because it doesn't affect the course of the narrative. "I got hit, so I cast Shield to deflect the arrow," is meaningful, because it changes the outcome in exchange for expending resources. [/QUOTE]
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Persuade, Intimidate, and Deceive used vs. PCs
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