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<blockquote data-quote="aboyd" data-source="post: 4686635" data-attributes="member: 44797"><p>It's a problem that they're following the rule books? Page 15 of the DMG:</p><p></p><p></p><p>Note the "magical compulsion" comment for this next part of my post.</p><p></p><p></p><p>Which would again be... in line with the rules. You need a <em>magical effect</em> to intimidate a player character. Perhaps a Will save vs. fear? As a sorcerer, don't you possibly have a Cause Fear spell? That should give you influence against your allies. Of course, they may also hold it against you once they're free of the effects. Yikes.</p><p></p><p>The reason for this is because the game is not purely in the game world. You are sitting around a table with other human beings who are ALSO there to have fun. The gameplay cannot ignore this, even though it means that the game is not run purely as character-driven. Instead, the game rules willingly straddle both sides of the fence because both characters and players need to be addressed. This is fair, and the imperfect solution that the designers of the game came up with is what you're stuck with. Of course, you could house-rule it, but that might be hard if you are not the DM and the DM likes the rules as-is (and the other players probably like it as-is too).</p><p></p><p>If they are good role-players, they will likely make concessions in small degree as time goes on. But they also may not be willing to do that if your actions as a player conflict with your stats as a character. In other words, if you as a player try to get everyone around the table to do what you want, and fail, and sulk about it... well, that's not very charismatic, and not role-playing the character very well. So you might expect that the players see that discrepancy and don't play along.</p><p></p><p>Unfortunately, charisma, wisdom, and intelligence need to at least <em>slightly</em> match up with the player & character in order for everyone to suspend disbelief.</p></blockquote><p></p>
[QUOTE="aboyd, post: 4686635, member: 44797"] It's a problem that they're following the rule books? Page 15 of the DMG: Note the "magical compulsion" comment for this next part of my post. Which would again be... in line with the rules. You need a [i]magical effect[/i] to intimidate a player character. Perhaps a Will save vs. fear? As a sorcerer, don't you possibly have a Cause Fear spell? That should give you influence against your allies. Of course, they may also hold it against you once they're free of the effects. Yikes. The reason for this is because the game is not purely in the game world. You are sitting around a table with other human beings who are ALSO there to have fun. The gameplay cannot ignore this, even though it means that the game is not run purely as character-driven. Instead, the game rules willingly straddle both sides of the fence because both characters and players need to be addressed. This is fair, and the imperfect solution that the designers of the game came up with is what you're stuck with. Of course, you could house-rule it, but that might be hard if you are not the DM and the DM likes the rules as-is (and the other players probably like it as-is too). If they are good role-players, they will likely make concessions in small degree as time goes on. But they also may not be willing to do that if your actions as a player conflict with your stats as a character. In other words, if you as a player try to get everyone around the table to do what you want, and fail, and sulk about it... well, that's not very charismatic, and not role-playing the character very well. So you might expect that the players see that discrepancy and don't play along. Unfortunately, charisma, wisdom, and intelligence need to at least [i]slightly[/i] match up with the player & character in order for everyone to suspend disbelief. [/QUOTE]
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