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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: 6748169" data-attributes="member: 6787503"><p>Then why would the goal of an adventurer ever be to induce a fight or flight response? It sounds like an unreliable approach in your games. Of course, to me, retaliating with gunfire doesn't sound like the act of someone who's intimidated.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I'm not 100% sure what you mean by "using the ingame narrative", but if that means rolling the dice instead of asking the players to find out what their characters do, I don't see much roleplaying going on there.</p><p> </p><p></p><p></p><p></p><p></p><p>Not really. It's to answer the question, "Is the character intimidating enough to get what they want out of this interaction?"</p><p></p><p></p><p></p><p></p><p></p><p></p><p>I don't know who said that, and I disagree with the sentiment implied by that remark. Roleplay, for me, is having all the abilities on your character sheet at your disposal and deciding what to do with them. If your character is good (or bad) at social interaction, you should have the benefit (or detriment) of your character's abilities. This doesn't change the fact that you are the one deciding what it is your character is doing and trying to accomplish with those abilities.</p><p></p><p></p><p></p><p></p><p></p><p>It's not a word game. It's something you are probably already doing. It works like this: Your players identify with the characters they've created and desire that they will continue to exist in the game-world to have more adventures and increase in ability. You present a challenge to the players they know could well put an end to their characters. Fearing for the safety of their characters, the players make decisions for them motivated by self-preservation.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>When you get hit there's a mechanical effect. You lose hit points. What's the mechanical effect of being intimidated?</p><p></p><p></p><p></p><p></p><p></p><p>How are those choices different from the ones you would have made if you hadn't been hit?</p><p></p><p></p><p></p><p>You are using a reaction that triggers on a hit, so you are most certainly reacting to "getting hit", even if your reaction ends up negating the hit.</p></blockquote><p></p>
[QUOTE="Hriston, post: 6748169, member: 6787503"] Then why would the goal of an adventurer ever be to induce a fight or flight response? It sounds like an unreliable approach in your games. Of course, to me, retaliating with gunfire doesn't sound like the act of someone who's intimidated. I'm not 100% sure what you mean by "using the ingame narrative", but if that means rolling the dice instead of asking the players to find out what their characters do, I don't see much roleplaying going on there. Not really. It's to answer the question, "Is the character intimidating enough to get what they want out of this interaction?" I don't know who said that, and I disagree with the sentiment implied by that remark. Roleplay, for me, is having all the abilities on your character sheet at your disposal and deciding what to do with them. If your character is good (or bad) at social interaction, you should have the benefit (or detriment) of your character's abilities. This doesn't change the fact that you are the one deciding what it is your character is doing and trying to accomplish with those abilities. It's not a word game. It's something you are probably already doing. It works like this: Your players identify with the characters they've created and desire that they will continue to exist in the game-world to have more adventures and increase in ability. You present a challenge to the players they know could well put an end to their characters. Fearing for the safety of their characters, the players make decisions for them motivated by self-preservation. When you get hit there's a mechanical effect. You lose hit points. What's the mechanical effect of being intimidated? How are those choices different from the ones you would have made if you hadn't been hit? You are using a reaction that triggers on a hit, so you are most certainly reacting to "getting hit", even if your reaction ends up negating the hit. [/QUOTE]
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Persuade, Intimidate, and Deceive used vs. PCs
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