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<blockquote data-quote="hawkeyefan" data-source="post: 7631087" data-attributes="member: 6785785"><p>Sorry, the highly specific example of having found out in play that 6 of her 7 husbands had vanished seemed a bit unlikely as a reason why the wink would not affect your character as opposed to something more routine like the character resisting the urge to give in to a pretty face. That’s all I meant.</p><p></p><p>The latter part of your comment is what I’m getting at. This kind of stuff absolutely falls to the group’s shared expectations for the game and the like. And it may go perfectly fine that way. I think it’s more likely with a longstanding hroup of players who’ve established trust, as [MENTION=177]Umbran[/MENTION] mentioned. </p><p></p><p>But, absent a group of players being together for years, such rules can replace that trust. They establish what can happen and when and how, and so in. They can provide a clear process for how such interactions are handled. </p><p></p><p>Again, this all depends on the game and the mechanics, and with 5E D&D it’s left up to the group pretty much entirely.</p><p></p><p></p><p></p><p>Semantics. It’s a weak point meaning it’s subject to abuse through bad faith play. It’s the same thing. </p><p></p><p></p><p></p><p>Because you claimed that a Melted Heart dictated exactly what happened. But since the phrase “melted heart” is kind of vague, I figure I’d check the Condition descriptions to see the exact effects.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7631087, member: 6785785"] Sorry, the highly specific example of having found out in play that 6 of her 7 husbands had vanished seemed a bit unlikely as a reason why the wink would not affect your character as opposed to something more routine like the character resisting the urge to give in to a pretty face. That’s all I meant. The latter part of your comment is what I’m getting at. This kind of stuff absolutely falls to the group’s shared expectations for the game and the like. And it may go perfectly fine that way. I think it’s more likely with a longstanding hroup of players who’ve established trust, as [MENTION=177]Umbran[/MENTION] mentioned. But, absent a group of players being together for years, such rules can replace that trust. They establish what can happen and when and how, and so in. They can provide a clear process for how such interactions are handled. Again, this all depends on the game and the mechanics, and with 5E D&D it’s left up to the group pretty much entirely. Semantics. It’s a weak point meaning it’s subject to abuse through bad faith play. It’s the same thing. Because you claimed that a Melted Heart dictated exactly what happened. But since the phrase “melted heart” is kind of vague, I figure I’d check the Condition descriptions to see the exact effects. [/QUOTE]
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