03-14-2018, 07:43 AM | #1 |
Join Date: Oct 2011
Location: Denmark
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Influence Checks
My copy of Social Engineering says "An Influence roll is a Quick Contest [snip]
The person being influenced rolls vs. Will to resist [snip]. The Campaigns book says "A “Quick Contest” is a competition that is over in very little time – often in one second, perhaps even instantly. [Snip] Each competitor attempts hsi success roll. If one succeeds and the other fails, the winner is obvious. If both succeed, the winner is the one with the largest margin of success[Snip] My group and I been struggling with influence rolls for a while and I feel we're missing something in the rules to make it more comprehensible to us. This is where I turn to you guys to hopefully assist me in understanding this aspect of GURPS. If I understand the two sources correct when you make an influence roll it is resisted with Will by the opponent. Lets say both make their rolls so now we're counting margin of success. These tend to get out of control with the character doing the influence roll often having margin of success of 10+ due to the many bonuses afforded to influence skills. Making it very difficult to resist even with a very high Will of 15+. Am I understanding this correctly? As a bonus question "The Rule of 16" found on page 349. "The Rule of 16 If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker’s effective skill cannot exceed the higher of 16 and the defender’s actual resistance. If it does, reduce it to that level." Does this not use the Quick Contest rules and thereby the Margin of Success? What would be the purpose of capping the roll at 16? |
03-14-2018, 08:34 AM | #2 |
Join Date: Feb 2016
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Re: Influence Checks
I generally allow characters (NPC and PC) to resist with Will-based social skills, as it makes sense that being skilled at social manipulation will make you more capable of defending against social manipulation. As for the Rule of 16, the skill reduction occurs before any Quick Contest, so any margin of success is based off the modified skill for the Quick Contest.
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03-14-2018, 08:35 AM | #3 | |||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Influence Checks
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Also note that the GM is free to, and should be, applying modifiers to the contest based on circumstances. A wild-eyed, poorly-dressed type who comes running up to a pair of guards and shouts "You've got to let me into the facility, there's no time to question, just open the door!" is going to take a penalty to their Fast-Talk roll, because they're just too implausible. And using the wrong skill for the circumstances can apply a hefty penalty too: if you're trying to convince someone at a funeral to listen to you, Sex Appeal is almost always going to be the wrong choice. Quote:
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03-14-2018, 10:23 AM | #4 |
Join Date: Oct 2011
Location: Denmark
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Re: Influence Checks
Thank you for your replies. Would a Reaction Roll be resisted by Will as well?
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03-14-2018, 10:34 AM | #5 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Influence Checks
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03-14-2018, 10:41 AM | #6 |
Join Date: Oct 2011
Location: Denmark
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Re: Influence Checks
What do you mean by they are made by the NPCs? Cant a PC make a Reaction roll to influence an NPC?
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03-14-2018, 10:52 AM | #7 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Influence Checks
No, a PC can do something which causes an NPC to make a reaction roll to see what they think of the PC (like ask them for assistance or propose a transaction), but a reaction roll is not an influence roll. It's a roll on a table to determine how friendly an NPC is feeling, modified by reaction bonuses / penalties. An influence roll can be used in order to replace the result of a reaction roll with a fixed reaction.
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03-14-2018, 10:59 AM | #8 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Influence Checks
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If a PC wants to actively use a skill to change how an NPC reacts to them, on the other hand, that is an Influence roll, which works as you've laid out, above: the PC rolls one of the influence skills (or another skill, if the GM allows it to be used as an influence skill in the circumstances), while the NPC rolls their Will, in a Quick Contest. If the PC wins, the NPC automatically has a Good reaction to them (Very Good, if they used Sex Appeal), while if they fail, the NPC has a Bad reaction (or Very Bad, for specious Intimidation rolls, while a failed Diplomacy roll can just use whatever the regular reaction roll would have been). |
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03-14-2018, 11:06 AM | #9 |
Join Date: Oct 2011
Location: Denmark
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Re: Influence Checks
I see. So if I got a poor reaction result I could use an influence skill to change that into a good reaction instead? Provided that I succeed on the influence skill roll.
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03-14-2018, 11:23 AM | #10 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Influence Checks
Quote:
Basically, when the GM is about to make a reaction roll, they should usually ask "do you want to try to influence this person?", giving you the opportunity to make an Influence roll. But if you choose to let the dice fall where they may, you have to take the roll that results. As a house rule, I actually do allow later influence rolls to improve a bad reaction, but it's at a penalty depending on how bad the initial reaction was: -2 for Neutral, -4 for Poor, -8 for Bad, -12 for Very Bad, and -16 for Disastrous. |
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