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They killed my abbrasive, quarrelsome, violent NPC that I loved so much
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<blockquote data-quote="kigmatzomat" data-source="post: 1956927" data-attributes="member: 9254"><p>When I started running my 3.0 game right after GenCon I found the rule about NPCs diplomacy/intimidate checks not affecting PCs. Seemed like crap to me but I put it to the players, though with a slight twist. </p><p></p><p>"Do we run the RAW where diplomacy/intimidate/etc cannot influence PCs, BBEGs and plot-critical NPCs or do we let the dice handle the gut reactions?" </p><p></p><p>The consensus was to let the dice control the emotional response but not the specific actions. Why? Well, the character isn't the player. The dice give some abstraction and a bit of variance. My group is good enough at RP that they will act in a fashion consistent with the character and the situation. The players get to decide how their character acts based on the magical or subconscious emotional responses. Diplomacy & Intimidate was considered the same as Charm and Fear as far as controlling the PCs with die rolls. Charm doesn't turn them into slavish sycophants and Diplomacy and Bluff means they find the person likeable or trustworthy. </p><p></p><p>Sometimes I handle it with a note since the player won't know if the character was magically charmed or on the receiving end of a good snow job. A lot of the failed rolls turn into suitable flavor text. Intimidated by a blue dragonling? "While at first glance it doesn't seem large enough to be a threat, the hair on your neck disagrees. Maybe it's a half-forgotten racial memory but every fiber of fight-or-flight is screaming *flight* right now. You wish you had a bigger sword or maybe an alternative...."</p><p></p><p> Since I have the players make several rolls in advance it's still a secret roll but it's one they made; they just don't know which roll it was, what it was for, or even when they made it. (Great for Spot/Listen/Sense Motive checks)</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1956927, member: 9254"] When I started running my 3.0 game right after GenCon I found the rule about NPCs diplomacy/intimidate checks not affecting PCs. Seemed like crap to me but I put it to the players, though with a slight twist. "Do we run the RAW where diplomacy/intimidate/etc cannot influence PCs, BBEGs and plot-critical NPCs or do we let the dice handle the gut reactions?" The consensus was to let the dice control the emotional response but not the specific actions. Why? Well, the character isn't the player. The dice give some abstraction and a bit of variance. My group is good enough at RP that they will act in a fashion consistent with the character and the situation. The players get to decide how their character acts based on the magical or subconscious emotional responses. Diplomacy & Intimidate was considered the same as Charm and Fear as far as controlling the PCs with die rolls. Charm doesn't turn them into slavish sycophants and Diplomacy and Bluff means they find the person likeable or trustworthy. Sometimes I handle it with a note since the player won't know if the character was magically charmed or on the receiving end of a good snow job. A lot of the failed rolls turn into suitable flavor text. Intimidated by a blue dragonling? "While at first glance it doesn't seem large enough to be a threat, the hair on your neck disagrees. Maybe it's a half-forgotten racial memory but every fiber of fight-or-flight is screaming *flight* right now. You wish you had a bigger sword or maybe an alternative...." Since I have the players make several rolls in advance it's still a secret roll but it's one they made; they just don't know which roll it was, what it was for, or even when they made it. (Great for Spot/Listen/Sense Motive checks) [/QUOTE]
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They killed my abbrasive, quarrelsome, violent NPC that I loved so much
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