Maxperson
Morkus from Orkus
The crunch is not identical. If at some point the cowed character decides that running in fear for his life is better than sitting in fear and waiting to be killed, he can do so. The tied up character has no such option.I like your post. Bear in mind that it is all imaginary. A character being tied up is just as imaginary as a character huddling on the floor in fear. The fluff is different, but the crunch is identical. The impasse is that if an ability check can tie a character up (preventing action) then why arbitrarily decide that an ability check can't cow a character (preventing action.)
I don't think those two things are separable like that. What are you determining? How. In both 1 and 2 that is true.There is a difference, but it is really hard to get at and still hasn't been properly articulated in this thread. Earlier I mentioned volition. That is because another poster had talked about a distinction between a player-character moving downward, and a player being forced to decide to have their character move downward. Perhaps look at how we scan the sentence.
Is it that - so long as I get to say what I want to try and do, no matter if I can do that, the sentence requirement is met? Or is it that - so long as I get to say the manner in which I do it, no matter if I can do it in that manner or not, the sentence requirement is met? It can feasibly be both, right? But how do I say the manner in which I am tied up? Isn't that up to the character doing the tying up? And what is the effect of saying what I want to try and do if I can't do it?
- you as a player determining how your character thinks, acts, and talks
- you as a player determining how your character thinks, acts, and talks
Responsive to your closing thoughts, maybe it is saying that - given that my character could do X, it is up to me if they do X. We feel like when our character is (in our imagination) tied up, they could not do X, so it is not up to me if they do X. Whereas we feel like when our character is (in our imagination) upbraided by an NPC, they could still do X, so it remains up to me if they do X.
Perhaps you can see how arbitrary that distinction really is. It is to do with the particular meaning we give to volition. We can readily imagine a world where every creature has a degree of psychic power, so that when they upbraid one another they really can make it that they cannot do X, by making it that they cannot choose to do X.
That's what I meant by "subtle", before. It's not half so settled as it might seem on surface.
When it comes to thinking, there's nothing that can stop the player from making that determination that isn't special in some way that can prevent it. Some spell, class/race ability or chemical potion, pheromones or what have you. Those can override the player determination in a specific way. A social skill has no such ability to force, so they cannot override.
When it comes to acting, there are more limitations. In addition to specific spells, abilities, etc., you also have physics and physical restraints. The player might determine that his PC walks away, but if he's bound in rope walking might be impossible. He might determine that his PC jumps the grand canyon on foot, but physics says he goes a X feet and then plunges downward, probably to his death. The player is far less likely to actually be able to act as he wishes than to think as he wishes.
When it comes to talking, it's in-between both of those things. Barring a silence spell, gag or something similar, the PC will be able to talk and will say whatever the player likes.