Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
  
 

Social Interactions

Hopefully the title of this subsection indicates that this is not a part of combat. Just to be clear, when the party wishes to talk with a person or monster as opposed to fighting it, this is the time for social interaction. Clearly, this can take on many forms. For example, a player might be persuading a burglar to confess to a crime. Possibly one is trying to flatter a guard. And so on…

The GM plays the roles of any NPCs who are participating and assesses their attitudes towards the PCs as either friendly, indifferent, or hostile. Obviously, friendly NPCs are predisposed to help while hostile ones are inclined to hinder. As a result, often with a mix of roleplaying, the Social interaction might require an skills check, as many will influence an NPCs perspective. This is essentially another example of a skills check.

As a general rule of thumb, the attitude of the NPC sets the TM to be used. To influence someone friendly, the skill check is rolled by the influencer against TM:5; for someone indifferent, use TM:10; but for those who are hostile, influencing them to agree requires a skill check against TM:15. If the influencer has not applicable skills, such as influence, intimidation or diplomacy, then this is a raw dice roll, and with no skills, persuading an enemy during combat is not possible.

Of course this is a baseline for most scenarios, and the GM might adjust them, especially if the targets have discipline or fear their leader more than the persuasion. Moreover, some consideration has to be taken for the context. Even a strong ally would not be convinced to start up slavery if this were against their basic moral code. The GM may have to treat ideas behind the persuasion instead of (or even in combination with) the NPC’s attitude when setting a reasonable TM value.