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Using social skills on other PCs
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<blockquote data-quote="Lyxen" data-source="post: 8471915" data-attributes="member: 7032025"><p>I agree with this, but for me nothing prevents it from being reciprocal with NPCs not detecting the lie of a deceiving PC but still being mistrustful.</p><p></p><p>In general, I play my NPCs exactly like the players play their PC, with exactly the same effects and limitations on social skills, in the end there's not difference apart from the fact that, when I create and play my NPCs, they are not all heroes with heroic determination (I mean, in general, nothing prevents a player from creating a PC that does not match this trope, but this is D&D and PCs are expected to be heroes at some level or other).</p><p></p><p>For example, intimidation, I will tell a player that his PC feels the NPC as very intimidating, but will let him decide how to roleplay it. And the other way around, I will take into account when roleplaying the NPC that the PC is very intimidating, but there might be other roleplaying or story elements involved, and it does not mean that the NPC will automatically cave in, or that he will spill the beans on absolutely everything.</p><p></p><p>As mentioned above, the main difference is that I am creating the adventure to be entertaining and fun for the players, and it would not be fun if their social skills meant nothing all the of time. So, most of the time, the NPC will have been created with a personality that allows a logical use of social skills. But there will also be logical exceptions for example you might be proficient in intimidation, have 20 charisma and roll a 20, the Evil God Emperor will recognise that you are intimidating, but that does not mean that he will surrender immediately,</p><p></p><p></p><p></p><p>I will of course do that, but I will add the weight of the social skill, telling the player (again, as part of my DM's job of describing what is happening in the world) that he feels the NPC to be particularly truthful, intimidating, persuasive, etc. It does not mean that the player has to comply, but most players will take the hint and integrate that in their roleplay.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8471915, member: 7032025"] I agree with this, but for me nothing prevents it from being reciprocal with NPCs not detecting the lie of a deceiving PC but still being mistrustful. In general, I play my NPCs exactly like the players play their PC, with exactly the same effects and limitations on social skills, in the end there's not difference apart from the fact that, when I create and play my NPCs, they are not all heroes with heroic determination (I mean, in general, nothing prevents a player from creating a PC that does not match this trope, but this is D&D and PCs are expected to be heroes at some level or other). For example, intimidation, I will tell a player that his PC feels the NPC as very intimidating, but will let him decide how to roleplay it. And the other way around, I will take into account when roleplaying the NPC that the PC is very intimidating, but there might be other roleplaying or story elements involved, and it does not mean that the NPC will automatically cave in, or that he will spill the beans on absolutely everything. As mentioned above, the main difference is that I am creating the adventure to be entertaining and fun for the players, and it would not be fun if their social skills meant nothing all the of time. So, most of the time, the NPC will have been created with a personality that allows a logical use of social skills. But there will also be logical exceptions for example you might be proficient in intimidation, have 20 charisma and roll a 20, the Evil God Emperor will recognise that you are intimidating, but that does not mean that he will surrender immediately, I will of course do that, but I will add the weight of the social skill, telling the player (again, as part of my DM's job of describing what is happening in the world) that he feels the NPC to be particularly truthful, intimidating, persuasive, etc. It does not mean that the player has to comply, but most players will take the hint and integrate that in their roleplay. [/QUOTE]
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