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"Why won't you listen!?" - Talking with your fists.
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<blockquote data-quote="Cronocke" data-source="post: 6343983" data-attributes="member: 63379"><p>None of which has any effect on whether or not, for example, one party convinces the other that the princess needs to be rescued.</p><p></p><p>A wins, A rescues the princess. B wins, B subdues A. There's no mechanic for A to get B to go with them and rescue the princess short of the GM going, "Okay, he gives in, he'll do what you say."</p><p></p><p>In Legends of the Wulin, no matter what the outcome of the actual fight is, A gets a chance post-combat to give B the impression that the princess does indeed need saving, and B gets a chance to give A the idea that this is all a fool's errand. And all without rolling the equivalent of a Persuasion check. The difficulty is determined by the likelihood that such a thing would happen, but it's still possible.</p><p></p><p>If such a thing can be done in FATE, that's awesome, but I really doubt 5e has anything along those lines built into it.</p></blockquote><p></p>
[QUOTE="Cronocke, post: 6343983, member: 63379"] None of which has any effect on whether or not, for example, one party convinces the other that the princess needs to be rescued. A wins, A rescues the princess. B wins, B subdues A. There's no mechanic for A to get B to go with them and rescue the princess short of the GM going, "Okay, he gives in, he'll do what you say." In Legends of the Wulin, no matter what the outcome of the actual fight is, A gets a chance post-combat to give B the impression that the princess does indeed need saving, and B gets a chance to give A the idea that this is all a fool's errand. And all without rolling the equivalent of a Persuasion check. The difficulty is determined by the likelihood that such a thing would happen, but it's still possible. If such a thing can be done in FATE, that's awesome, but I really doubt 5e has anything along those lines built into it. [/QUOTE]
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"Why won't you listen!?" - Talking with your fists.
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