Imaculata
Hero
In my 3.5 game, I use social skill checks only when conflict occurs. For example, when a character is trying to sway the opinion of another character. If a character already agrees on something, then no check is required. Likewise, if a lie or bluff is convincing, and there are no reasons for a character to doubt it, then there is no check.
The difficulty of swaying a character is based on their intelligence, and how strongly they hold their opinions. For example, a character that is a pacifist, will be harder to convince that a violent solution is needed. If the players are trying to change that character's mind, that would require a check. The opposite also holds true. An npc would also need to roll a check to convince the players. I will narrate the outcome, and how convincing the npc is. Unlike the npc's however, it is up to the players to decide if they are swayed. No dice roll can play their character for them.
The difficulty of swaying a character is based on their intelligence, and how strongly they hold their opinions. For example, a character that is a pacifist, will be harder to convince that a violent solution is needed. If the players are trying to change that character's mind, that would require a check. The opposite also holds true. An npc would also need to roll a check to convince the players. I will narrate the outcome, and how convincing the npc is. Unlike the npc's however, it is up to the players to decide if they are swayed. No dice roll can play their character for them.
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