Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Using social skills on other PCs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bill Zebub" data-source="post: 8476643" data-attributes="member: 7031982"><p>In my post you were responding to, I was suggesting that no check should be needed at all. Since we're talking about a change in descriptive mental state...one that doesn't correlate to any change in game-state as described by the rules...then we don't need mechanics. That is, there is no "Intimidated" or "Persuaded" state that correlates to having been intimidated or persuaded, so mechanics don't play a role.</p><p></p><p>So your response doesn't make any sense to me here. There <em>is</em> a threat, and it's up to the player (in their role as the character) to determine how seriously they take it. I think that models the fiction we are trying to convey better than rolling dice and pretending to be threatened.</p><p></p><p></p><p></p><p>Check. (Although I'll add that if these are too common or too onerous, I would probably tire of the game.)</p><p></p><p></p><p></p><p>So, that's not exactly right. Or, at least, it puts a misleading spin on it. I would say that I (and probably others) are ok with the DM deciding whether (and how) what an NPC thinks, says, or does is influenced by PC actions. Plus that's what the rules say: the DM can simply decide. If the DM decides that a PCs attempt to influence an NPC <em>might</em> work, but might not, and the DM wants to resolve that uncertainty by asking for a PC ability check, that's ok, too. But that's the DM's choice; he/she can also just choose the outcome.</p><p></p><p></p><p></p><p>Right. Many of us think players should have <em>at least</em> as much say over their PCs as the DM has over their NPCs: that is, both should decide if attempts to influence their characters are successful, and if so, how. (If an individual player wants to let the dice decide for them, they should also have that right.)</p><p></p><p></p><p></p><p>Clearly!</p><p></p><p></p><p></p><p>So here is where I think you are starting to conflate "attempts to influence characters (PC or NPC)" with specific skills. I'm concerned with <em>all</em> attempts to influence decision-making, which meet these two criteria:</p><p>1. Have the goal of causing (or preventing) certain action declarations by a target character</p><p>2. Without using abilities that have specific mechanics achieving the desired effect (e.g. a <em>charm person</em> spell)</p><p></p><p>Now, some action declarations that meet those criteria may be described using a word that matches a skill: e.g., "I try to intimidate the captive" seems to align with the "Intimidation" skill. Some of them don't have an obvious associated skill: e.g. "I try to seduce the princess". And some action declarations <em>sound</em> like a specific skill, but may actually be a better fit with a different skill: "I try to deceive the guard by handing him the key, but I really pocket the key and hand him a different one." And, finally, even when the correlation to a skill is obvious, the acting character may not actually have proficiency in that skill, but it still gets resolved the same way.</p><p></p><p>The point of all of those examples is that I think it's a mistake...it's a distraction...to put any focus on the skills themselves. Again, we are just talking about resolving action declarations which:</p><p>1) Are meant to influence another character's decision-making...</p><p>2) ...in the absence of an ability that has a specific mechanic for doing so</p><p></p><p></p><p></p><p>And that's why you lost me there. Because we're not concerned only about intimidation and persuasion. Or we shouldn't be. Or, at least, I'm not. I'm concerned about any attempts at influence that don't rely on a clearly defined mechanic.</p><p></p><p>So for the rest of this, I'll pretend we're talking about all those cases.</p><p></p><p></p><p></p><p>Thus, likewise, the power to adjudicate those attempts should be a mirror. That is, the "owner" of the target character should have absolute authority to determine the outcome. If they aren't sure what the outcome should be, they are free to rely on whatever resolution they like.</p><p></p><p></p><p></p><p>Honestly not even sure what you're saying here. I <em>think</em> what you are saying is that it's fine for the DM to have absolute executive fiat over attempts to influence their NPCs, but it's problematic for players to have the same authority over their characters. If so, I disagree. And maybe we're stuck there, because good luck proving it either way.</p><p></p><p></p><p></p><p>NPCs <em>can</em> use intimidation and persuasion. And deception. And seduction. And flattery. And ridicule.</p><p></p><p>It's even possible that the player of their target may, in resolving the outcome, ask for the DM to make an attribute roll to help them decide. And they may further grant a proficiency bonus for certain skills. And it's even possible, although not guaranteed, that the name of that skill will be a word that sounds a lot like a word that was used in the original action declaration.</p><p></p><p>But nobody, neither PC nor NPC, can "use the Persuasion skill". That's just not how it works.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 8476643, member: 7031982"] In my post you were responding to, I was suggesting that no check should be needed at all. Since we're talking about a change in descriptive mental state...one that doesn't correlate to any change in game-state as described by the rules...then we don't need mechanics. That is, there is no "Intimidated" or "Persuaded" state that correlates to having been intimidated or persuaded, so mechanics don't play a role. So your response doesn't make any sense to me here. There [I]is[/I] a threat, and it's up to the player (in their role as the character) to determine how seriously they take it. I think that models the fiction we are trying to convey better than rolling dice and pretending to be threatened. Check. (Although I'll add that if these are too common or too onerous, I would probably tire of the game.) So, that's not exactly right. Or, at least, it puts a misleading spin on it. I would say that I (and probably others) are ok with the DM deciding whether (and how) what an NPC thinks, says, or does is influenced by PC actions. Plus that's what the rules say: the DM can simply decide. If the DM decides that a PCs attempt to influence an NPC [I]might[/I] work, but might not, and the DM wants to resolve that uncertainty by asking for a PC ability check, that's ok, too. But that's the DM's choice; he/she can also just choose the outcome. Right. Many of us think players should have [I]at least[/I] as much say over their PCs as the DM has over their NPCs: that is, both should decide if attempts to influence their characters are successful, and if so, how. (If an individual player wants to let the dice decide for them, they should also have that right.) Clearly! So here is where I think you are starting to conflate "attempts to influence characters (PC or NPC)" with specific skills. I'm concerned with [I]all[/I] attempts to influence decision-making, which meet these two criteria: 1. Have the goal of causing (or preventing) certain action declarations by a target character 2. Without using abilities that have specific mechanics achieving the desired effect (e.g. a [I]charm person[/I] spell) Now, some action declarations that meet those criteria may be described using a word that matches a skill: e.g., "I try to intimidate the captive" seems to align with the "Intimidation" skill. Some of them don't have an obvious associated skill: e.g. "I try to seduce the princess". And some action declarations [I]sound[/I] like a specific skill, but may actually be a better fit with a different skill: "I try to deceive the guard by handing him the key, but I really pocket the key and hand him a different one." And, finally, even when the correlation to a skill is obvious, the acting character may not actually have proficiency in that skill, but it still gets resolved the same way. The point of all of those examples is that I think it's a mistake...it's a distraction...to put any focus on the skills themselves. Again, we are just talking about resolving action declarations which: 1) Are meant to influence another character's decision-making... 2) ...in the absence of an ability that has a specific mechanic for doing so And that's why you lost me there. Because we're not concerned only about intimidation and persuasion. Or we shouldn't be. Or, at least, I'm not. I'm concerned about any attempts at influence that don't rely on a clearly defined mechanic. So for the rest of this, I'll pretend we're talking about all those cases. Thus, likewise, the power to adjudicate those attempts should be a mirror. That is, the "owner" of the target character should have absolute authority to determine the outcome. If they aren't sure what the outcome should be, they are free to rely on whatever resolution they like. Honestly not even sure what you're saying here. I [I]think[/I] what you are saying is that it's fine for the DM to have absolute executive fiat over attempts to influence their NPCs, but it's problematic for players to have the same authority over their characters. If so, I disagree. And maybe we're stuck there, because good luck proving it either way. NPCs [I]can[/I] use intimidation and persuasion. And deception. And seduction. And flattery. And ridicule. It's even possible that the player of their target may, in resolving the outcome, ask for the DM to make an attribute roll to help them decide. And they may further grant a proficiency bonus for certain skills. And it's even possible, although not guaranteed, that the name of that skill will be a word that sounds a lot like a word that was used in the original action declaration. But nobody, neither PC nor NPC, can "use the Persuasion skill". That's just not how it works. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Using social skills on other PCs
Top