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General Tabletop Discussion
*Dungeons & Dragons
Social Checks in Combat
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<blockquote data-quote="Eric Strimple" data-source="post: 7040624" data-attributes="member: 6874072"><p>I generally rule that "If the player wants to affect change on the battlefield with their words, then it is an action." If a creature is at less than half hp I will let the player try to make them surrender via Intimidate check, if no one has acted in combat then a Diplomacy/Intimidate/Bluff to avoid the fight all together.</p><p></p><p>I would say general actions that can be achieved with Social checks in combat would be :</p><p></p><p>1. Diplomacy: Target has disadvantage on all attacks against you. (Or if you want to add a little more umph to it: Target must succeed on an opposed Wisdom Check or is unable to attack you since they no longer view you as a threat.)</p><p></p><p>2. Intimidation: Target is frightened for 1 round, plus one additional round for every 5 above the DC the player's roll was. (Or target flees the battlefield if his hp total is under 50%)</p><p></p><p>3. Deception: I would say same properties as Diplomacy and Intimidation based upon the type of lie being told. If it doesn't fall into either of those then give all players advantage on attack rolls against the target.</p><p></p><p>4. Insight: Player receives advantage on all saving throws incurred by the target, as well as the target having disadvantage on all attack against that player.</p><p></p><p>I generally think DC's should be set based up on the monster, a goblin would have a lower DC for Intimidate than Diplomacy for example, or you go with the opposed check model to reflect the target thinking on the fly.</p><p></p><p>Just my two cents.</p></blockquote><p></p>
[QUOTE="Eric Strimple, post: 7040624, member: 6874072"] I generally rule that "If the player wants to affect change on the battlefield with their words, then it is an action." If a creature is at less than half hp I will let the player try to make them surrender via Intimidate check, if no one has acted in combat then a Diplomacy/Intimidate/Bluff to avoid the fight all together. I would say general actions that can be achieved with Social checks in combat would be : 1. Diplomacy: Target has disadvantage on all attacks against you. (Or if you want to add a little more umph to it: Target must succeed on an opposed Wisdom Check or is unable to attack you since they no longer view you as a threat.) 2. Intimidation: Target is frightened for 1 round, plus one additional round for every 5 above the DC the player's roll was. (Or target flees the battlefield if his hp total is under 50%) 3. Deception: I would say same properties as Diplomacy and Intimidation based upon the type of lie being told. If it doesn't fall into either of those then give all players advantage on attack rolls against the target. 4. Insight: Player receives advantage on all saving throws incurred by the target, as well as the target having disadvantage on all attack against that player. I generally think DC's should be set based up on the monster, a goblin would have a lower DC for Intimidate than Diplomacy for example, or you go with the opposed check model to reflect the target thinking on the fly. Just my two cents. [/QUOTE]
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