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General Tabletop Discussion
*Dungeons & Dragons
Persuade, Intimidate, and Deceive used vs. PCs
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<blockquote data-quote="Hriston" data-source="post: 6745824" data-attributes="member: 6787503"><p>Well, then you probably shouldn't have asked me if I was with [MENTION=97077]iserith[/MENTION] on something that, as far as I know, [MENTION=97077]iserith[/MENTION] doesn't subscribe to. I'm not here to defend someone else's position. If you want my opinion just ask me.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Please try to follow me without getting hung up on semantics. I used IRL to refer to social interactions, not magic spells.</p><p></p><p> </p><p></p><p>Why? Certainly not everyone is so gullible. Didn't anyone ever tell you not to believe everything you hear?</p><p></p><p> </p><p></p><p>No, for the reason that the player can make the character's mind up about whether s/he believes the lie. I'm assuming the DM isn't just <em>telling</em> the player it's a lie.</p><p></p><p> </p><p></p><p>If a spell, or whatever game-feature but lets imagine it's a spell, is written in such a way that the target is said to automatically believe whatever the caster says is the truth, then yes, that would be an explicit exception to the general rule that players are in control of what their characters believe in a way that skill in Deception is not.</p><p></p><p></p><p></p><p>There's nothing vague about it. The ability needs to explicitly state that's what it does.</p><p></p><p> </p><p></p><p>It's not just social skills. I don't make PCs roll a Morale check when they get to 1/2 hit points like I do NPCs, because the PCs can decide for themselves if they want to run away, so that decision belongs to the players. I don't assign PCs a Starting Attitude because the players can decide what their characters' attitudes are. PCs don't have Loyalty scores, etc.</p><p></p><p> </p><p></p><p>Yeah, for me it takes an exception.</p></blockquote><p></p>
[QUOTE="Hriston, post: 6745824, member: 6787503"] Well, then you probably shouldn't have asked me if I was with [MENTION=97077]iserith[/MENTION] on something that, as far as I know, [MENTION=97077]iserith[/MENTION] doesn't subscribe to. I'm not here to defend someone else's position. If you want my opinion just ask me. Please try to follow me without getting hung up on semantics. I used IRL to refer to social interactions, not magic spells. Why? Certainly not everyone is so gullible. Didn't anyone ever tell you not to believe everything you hear? No, for the reason that the player can make the character's mind up about whether s/he believes the lie. I'm assuming the DM isn't just [I]telling[/I] the player it's a lie. If a spell, or whatever game-feature but lets imagine it's a spell, is written in such a way that the target is said to automatically believe whatever the caster says is the truth, then yes, that would be an explicit exception to the general rule that players are in control of what their characters believe in a way that skill in Deception is not. There's nothing vague about it. The ability needs to explicitly state that's what it does. It's not just social skills. I don't make PCs roll a Morale check when they get to 1/2 hit points like I do NPCs, because the PCs can decide for themselves if they want to run away, so that decision belongs to the players. I don't assign PCs a Starting Attitude because the players can decide what their characters' attitudes are. PCs don't have Loyalty scores, etc. Yeah, for me it takes an exception. [/QUOTE]
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Persuade, Intimidate, and Deceive used vs. PCs
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