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<blockquote data-quote="Sunseeker" data-source="post: 6885595"><p>No. I said, several times now, that players <em>may</em> roll dice, if they'd like to see if their statements sound better "in game" than out, or worse I suppose. It's up to them. </p><p></p><p></p><p></p><p>I have a low tolerance for people who declare that things must be exactly to their liking, or they will not play. I prefer people who are flexible in their tastes.</p><p></p><p></p><p>The distinction I'm making is that people often run social "checks" as something ranging from Charm Person to Dominate. That is not how I run checks. This may be particular to my table, but it's a rule I've had to make strong use of because of one particular player who seems to be under the impression that if he can get an NPC to be his friend, that means they are his willful slave and will do whatever they want for him.</p><p></p><p>It was a problem, this is the solution I've found. NPCs make decisions on their wants and needs just like the players do. If your argument is good and aligned with their wants and needs, they'll be inclined towards aiding you. But the end result so to speak is that I want my players to understand that the NPC is making the choice because he has the free will to do, not because you rolled or even spoke well, but because your goals aligned with their goals.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6885595"] No. I said, several times now, that players [I]may[/I] roll dice, if they'd like to see if their statements sound better "in game" than out, or worse I suppose. It's up to them. I have a low tolerance for people who declare that things must be exactly to their liking, or they will not play. I prefer people who are flexible in their tastes. The distinction I'm making is that people often run social "checks" as something ranging from Charm Person to Dominate. That is not how I run checks. This may be particular to my table, but it's a rule I've had to make strong use of because of one particular player who seems to be under the impression that if he can get an NPC to be his friend, that means they are his willful slave and will do whatever they want for him. It was a problem, this is the solution I've found. NPCs make decisions on their wants and needs just like the players do. If your argument is good and aligned with their wants and needs, they'll be inclined towards aiding you. But the end result so to speak is that I want my players to understand that the NPC is making the choice because he has the free will to do, not because you rolled or even spoke well, but because your goals aligned with their goals. [/QUOTE]
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