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Murkglow wrote:I'm not sure why people automatically assume when I say they shouldn't be immune to interactions that NPCs are going to "make them jump through a loop" as if interaction skills are some form of mind control taking willpower out of the character. All I would ask of a player who failed an interaction check is to roleplay as if they're character was acting appropriately to the situation nothing more (I hardly think this is "rollplay" in fact I consider this an actual instance of having to "roleplay", ie actually acting like your character instead of acting like a player in a game doing whatever they like in spite of whatever is influencing their character).



Murkglow wrote:Like I said if you want to remove dice rolls from the game entirely that's fine with me. However if the PCs want to roll vs an NPC to confuse, lie, persuade, or otherwise change how they act, I don't see the argument why NPCs can't do the same back. Oh and just because the PC character has a bad insight/sense motive (whatever game we're talking about here) doesn't mean anything to me. They get away with bad stats like that because they don't have to roll (or it doesn't matter what they roll the player can still just do whatever they want). If it was actually important to them then they would make those skills an actual priority (and in M&M it's really no excuse since you can buy skills up freely, unlike D&D where your options are limited).

Quiver wrote:You just the check secretly and assuming the player doesn't clearly know it's not a baby, it goes like this. You just let the player decide if he'll want to save the baby or not. If he asks for insight, tell him that the Joker is euqally likely to tosing a decoy to escape then he is to actually throw a real baby for giggles. For perceptions, pretend to make a new secret check and adds a few details. "There seems a be a small shape in the basket he threw, but you don't see well. Could be a baby or a big chihuahua" Or "You don't see anything new but you hear some people gasps/yell as they see the possible baby being thrown."
The player could always just make the assumption that the Joker is lying and never reach for the fake baby. Maybe 1-2 sessions next, when the Joker escapes, this time he knows how the hero will reacts so he throw a real baby and make sure there's a camera filming the hero ignoring it. After all, that's why the hero always try to save it, even if there's 9 chances out of ten it's a decoy. It's just not worth it.
Alternatively, if the player always take care of the baby, after 2-3 times the villain escapes, when the player is very resolute to capturing him, you can let him spend a hero point to make the baby being a fake this time and that he knows it.


Quiver wrote:The players have been planning/playing for hours, they get the feeling how the character will react. Same with major or recurrent NPCs, as a GM, you have a good feel how they should realisticaly react. The 5 random thugs that can be wiped in one area attack or the 3rd bank guard that you introduce for the first time, not so much.
Quiver wrote:Exemple with the thugs being intimidated by Daredevil. I won't have a full background explaining that the 2nd thug just can't be intimidated because Daredevil caused his wife's death, while the 3rd one is a wuss and will gladly take the first excuse not the fight, the 4th one being an undercover cop that will actually help him if scared enough. It's easier to just roll dices and then explain what happens. (and if they interrogate the fleeing thug or have a mind reader, they'll know exactly why it worked/didnt work.)
Quiver wrote:As for making it a skill priority, in DnD it's covered that options are limited.
Quiver wrote:In MM, it doesn't always make sense thematically. Take The Thing. He'd probably fall for "he went that way!" from a thug but even if Dr. Doom tries to convince him, it won't work. He'd have to use reverse psychologic (in wich case, the GM can just actually use it) But mechanicaly, with his +3, he won't fall for the thug who misdirect him, but will probably believe everything Dr. Doom said. To make him resist Dr. Doom's attempt, he'd have to invest so much in insight he'd be a walking lie detector.




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