Re: Influencing PCs (and players)
Quote:
|
Re: Influencing PCs (and players)
I don't really like the "successful influence attempts penalize opposed rolls" mechanic.
For example, suppose the Smooth-Talking Gorgeous Babe is trying to charm her way out of being arrested, and let's also suppose she's not willing to fight or flee the cops. Well, if the arresting officer is a PC, nothing stops him from going through with the arrest. Sure, if she struggled, she could claim that he's at a -7 (or whatever he lost by) to grapple her, but no roll is needed to cuff an unresisting subject, so the mechanic doesn't come into play - and my credibility meter bottoms out when I try to imagine a cop earnestly trying to cuff the STGB, but flailing about helplessly like a Keystone Cop because of his huge minus. The only thing I think can handle this sort of thing well is metagaming (in the sense of telling players when an influence attempt is made on their PCs, and what the results were) and having players willing to respect the results of influence attempts with their roleplaying choices, even when the resulting choice is disadvantageous ("whaddya mean you let her go!?"). I'm in a group that does this and we mostly haven't had problems with it. |
Re: Influencing PCs (and players)
Quote:
|
Re: Influencing PCs (and players)
Quote:
|
Re: Influencing PCs (and players)
The problem with Influencing the PCs seeming silly is that people are leaving out the bit where the GM exercises a little judgment when deciding where the penalty applies . . . it isn't a blanket penalty to everything the person who succeeded at the Influence roll doesn't want the person he inluenced to do! To paraphrase the rule, "The GM should apply the margin as a modifier to appropriate rolls – be creative!"
In the cop example upthread, the GM would have to be uncreative and using epicly poor judgment to have the modifier apply to a roll to restrain the NPC. That doesn't even make sense. This mechanic addresses social influence, not combat and physicality. What about applying a penalty to the officer's roll against something like Law (Police) to avoid making a gross procedural error that will see the NPC released at the station – or the cop's self-control roll for Lecherousness, if he has it, to avoid making a really bad error? Or just to his Per roll to notice evidence sitting right there on the car seat, or another NPC sneaking up on him? As the GM, I'd probably make a secret Law (Police) roll at -7, and if it failed, have the first words from his supervisor be "We need to talk . . ." as the NPC smiles and walks out scot-free. That, or have the thuggish NPC he didn't notice (Per-7) beat him with Stealth, Taser him, and leave him on the roadside. |
Re: Influencing PCs (and players)
Quote:
I was in a hot and heavy discussion of influence skills on another forum, where some posters very earnestly asserted that such abilities were in effect unstoppable magic powers, and that a successful roll on such a skill automatically compelled any NPC to bend over. (Sometimes, in their snickering fashion, apparently literally.) |
Re: Influencing PCs (and players)
Quote:
An idea I am going to put on the table: Pre-Set Reactions: Instead of rolling the results, you simply pick the base number. The Princess is generally happy with the PCs, so she starts with Reaction 12 and bestows her thanks in the form of jewelry and sincere thanks to everyone...except for two guys. She's got an Intolerance towards oaffish buffoons who think they are far better than they really are, so the guy who has been acting the oaffish buffoon only gets an 8 -- she grudgingly gives him the reward everyone else gets and quickly moves on to the next guy, muttering thanks as she puts room between the idiot and herself...and the next guy is that dashing +6 Reaction guy with the dreamy Voice as well (another +2), giving him a Net 20, and she shyly smiles at him, gives him _twice_ the thanks, and suggests that he should come visit her in the courtyard before the band of adventurers leave. If that results in ribbing from the other heroes or something a little less chaste than a talk in the courtyard, or both!, kind of depends on the nature of your campaign. ;) |
Re: Influencing PCs (and players)
TBH This is coming up in a campaign of mine... and I handle it by presenting the NPC exactly as the players expect the NPC to be... Why NOT make them likable, friendly and even helpful? Even if it's to dump them in the pool later? PCs only know what you let them... so let the wool slowly be pulled over their eyes over time, and eventually, they won't know why they were betrayed... Even the most paranoid player will eventually give in.
|
Re: Influencing PCs (and players)
Quote:
|
Re: Influencing PCs (and players)
Quote:
To say nothing of the roll the jury will end up making to decide if she is guilty or not. |
| All times are GMT -6. The time now is 05:12 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.