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*Dungeons & Dragons
When To Roll Persuasion?
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<blockquote data-quote="pming" data-source="post: 7110999" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>Whenever I feel that I don't have a solid idea on how the NPC would react to what the PC's are/arn't doing.</p><p></p><p>If the PC's are trying to convince a guard to let them through the gate after dark, and the PC's just waltz on up and say "Hey, let us out. We need to go"...I don't roll because the guards orders easily override this "No. Nobody enters/leaves until sun up".</p><p></p><p>If the PC's say "Hey, sir? Can we be let out please? We are adventurers and need to get to the Lost Dungeon of Sloshy by the end of today"...I wouldn't roll. The guard may be sympathetic, but he's not going to risk disobeying a direct order just for some murder-hobo's... "Hmmm....no. Sorry! Nobody gets out until sun up. There's the Horses Head inn just over there that has a 24-hour tavern. Maybe hang out there for the next 6 hours?".</p><p></p><p>If the PC's say "Hey, sir? We are on an important quest that lies deep within the Lost Dungeon of Sloshy. We need to get there by the end of today or a great evil will be released...as you would be helping us in this quest, it's only fair that we pay you. How does 10 gold sound for your part in this just and goodly quest? Hmmm...?" Ok. NOW I'll let the player roll a Diplomacy/Charisma check. The guard probably wants to help, but his orders and all that...but he has been given a reason, an excuse he can use about helping the greater good and all that, and 10gp's to boot. That's a lot of positives in favour of the PC's. Enough that I, as DM, don't have enough info on the guard NPC to make a definitive RP call. So this is where the dice come in; to help me decide on a course of action.</p><p></p><p>For the players that are not really into RP'ing...</p><p></p><p>Player: I offer him 10 gold to open the door.</p><p>Me (DM): No.</p><p>Player: Ok, 50gp's.</p><p>DM: He seems to want it, but still says no.</p><p>Player: OK, 100gp's.</p><p>DM: Roll a Diplomacy.</p><p></p><p>Meaning...yes, I do base my 'roll or not' on RPing...and yes, this means that the 'poor' RP'ers in the group get a bit of the stinky end of the stick, but it balances out in the long run. The Non-RP'ing type players are typically the ones with the more "combat oriented" characters, so in hard combats, it's the RP'ers who didn't/don't focus on combat that get the stinky end of things.</p><p></p><p>If a player is good at all three Pillars and enjoys them all? That's just a superior player. Somebody that doesn't care about any of it and is just here because their boyfriend/girlfriend talked them into joining? That's just a poor player. </p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7110999, member: 45197"] Hiya! Whenever I feel that I don't have a solid idea on how the NPC would react to what the PC's are/arn't doing. If the PC's are trying to convince a guard to let them through the gate after dark, and the PC's just waltz on up and say "Hey, let us out. We need to go"...I don't roll because the guards orders easily override this "No. Nobody enters/leaves until sun up". If the PC's say "Hey, sir? Can we be let out please? We are adventurers and need to get to the Lost Dungeon of Sloshy by the end of today"...I wouldn't roll. The guard may be sympathetic, but he's not going to risk disobeying a direct order just for some murder-hobo's... "Hmmm....no. Sorry! Nobody gets out until sun up. There's the Horses Head inn just over there that has a 24-hour tavern. Maybe hang out there for the next 6 hours?". If the PC's say "Hey, sir? We are on an important quest that lies deep within the Lost Dungeon of Sloshy. We need to get there by the end of today or a great evil will be released...as you would be helping us in this quest, it's only fair that we pay you. How does 10 gold sound for your part in this just and goodly quest? Hmmm...?" Ok. NOW I'll let the player roll a Diplomacy/Charisma check. The guard probably wants to help, but his orders and all that...but he has been given a reason, an excuse he can use about helping the greater good and all that, and 10gp's to boot. That's a lot of positives in favour of the PC's. Enough that I, as DM, don't have enough info on the guard NPC to make a definitive RP call. So this is where the dice come in; to help me decide on a course of action. For the players that are not really into RP'ing... Player: I offer him 10 gold to open the door. Me (DM): No. Player: Ok, 50gp's. DM: He seems to want it, but still says no. Player: OK, 100gp's. DM: Roll a Diplomacy. Meaning...yes, I do base my 'roll or not' on RPing...and yes, this means that the 'poor' RP'ers in the group get a bit of the stinky end of the stick, but it balances out in the long run. The Non-RP'ing type players are typically the ones with the more "combat oriented" characters, so in hard combats, it's the RP'ers who didn't/don't focus on combat that get the stinky end of things. If a player is good at all three Pillars and enjoys them all? That's just a superior player. Somebody that doesn't care about any of it and is just here because their boyfriend/girlfriend talked them into joining? That's just a poor player. ^_^ Paul L. Ming [/QUOTE]
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