Bondari the Reloader wrote...
esper wrote...
I am going to agree with Palipride on this, I would much rather see da2's system expanded on.
Failing that I would much rather see a system where there is a persuade option per attribute:
Strength/magic: Intimidation, strength for rouge and warriors (since strenght suggest that you have a certain muscle mass that can look intimidation) and magic for mages since magic is their source of strenght.
Cunning: Lie/charm persuation, generally anything that requires you to twist your words around.
Dextery: Deft of hand-ness, generally anything that requires you to subtly influence your surrondings.
Willpower: Resisting manipulation attempts from demons and other attempts where plain stubborness can convince someone. After all we have all seen someone get their way by just refusing to back down at all.
Constituion: I am drawing a blank here, but perhaps leadership, because... uh... the main characther appears to be healthy and well balanced.
Some targets is more easy to approach with certain methods, the demon in the Deep Road for example would be and intimidation or willpower rolls, since demons can be intimidated and fade creatures generally respect great will power.
And if we get and coerce system back no persuation check should have more than a 80-90 % success rate at any roll at their highest, or else we just ends up with origins jedi tricks.
I like the idea of having persuade be augmented by different stats. I still prefer having a persuasion skill as well, but I could definitely see it working in conjunction with stats. I especially like the idea of combining strength and magic for intimidation purposes, since both Morrigan and Flemeth clearly show that magic can be just as intimidating as brute force.
Yes, mages shouldn't really rely on stenght for intimidation, that would just be silly when magic is feared in Thedas.
I guess it could work in combination, such as this hypothetical setting:
The Baron has to give of acces to an area but he doesn't want to because the hero are dirty peasant we to three additional option beside the just kill him for the key:
Intimidate: The players basic strength/magic + evtual skill rank in persuation (let's say that each rank is 10 extra point), vs. the Baron intimidation resistance which is at 80 because you are at his mansion with his guard and he is honestly difficult to scare. As 80 is properly far above what the players stats would ever be you will need persuation to pull it off.
Charm/Lie: The players basic cunning + rank in persuation vs the Baron charm resistance which is around 40 because he is really weak to flattery, this means that a high cunning player characther technically would be able to pull it off if they have really invested in cunning, but that is properly unlikely as focusing on one combat skill would set the player at the disadvantage.
Sleight of hand: The players basic + dextery score + persuation rank vs the Baron's resistiance which is set at 50 because it is didfficult for you to get close enough to actually steal, but it is doable.
That is how many option we typical have on the dialog wheel, but if persuation works as investigation we could potentially have all six attributes persuation skill avaible each time, I will leave it to the imagine how difficult they should be too pull off in this situation.
If the lowest level resistance to persuation attempts is set around (not presicely at) the highest attempt an avarage player would get in a class favored attribute it would mean that the persuation non-combat skill would give an good and rewarding bonus (since you don't have to focus on just one attribute, but focusing would make it easier, ). That should be the most flexieble,most open to roleplay, I can come up with on the fly
As an eventuality and to further add to the removal off the I win bottom the Baron's restistance against the various attempts could have a random effect too, like, perhaps the intimidation resistance is somewhere between 70-90 instead of a flat 80,
or it is 80, but with a 1% chance of sucess no matter stats, and a 10 % chance of failure no matter stats (remember the intimidation was the difficult one), the cunning one (which was the easiest) could have a 8 % chance of win no matter stat and a 5 % of lose no matter stats.