Kaelik wrote:I already forestalled this trite apologia by parenthetically stating "or the guy guarding him."
No, you didn't. Because I said "team". If his minion or boss or partner or whatever is not joining in good faith the attempt fails outright (which also prevents players from forcing diplo phases on other players). If someone wants to stop combat with you and you believe there's a ritual guy in the other room about to blow you all up, the front man has two options:
[*]Convince you that he's not on team ritual, in which case you are only restricted to non-hostile options with respect to him and whoever else he convinces you isn't on team ritual. You can still go beat up ritual guy (this depends on the system supporting more than 2 sides each with potentially different reaction states simultaneously, which I assumed but didn't state. So bad on me I guess);
[*] Convince you that the ritual has been ended and there's no longer a threat, which probably involves you getting into the room where it was happening because 'evidence needed' or whatever.
Neither of which interferes with your ability to get into the ritual room and beat up ritual guy. Even in those cases where it succeeds, "you have to sit there and listen to him" was not the whole set of non-hostile actions you were allowed to take towards them. You can walk around or even leave for all I care if he's not saying something worth your time. Mind-controlled time wasting is simply not happening in these cases.
Kaelik wrote:Nor is it better if the bad guys stall for non hostile time, like the reinforcments everyone knows is coming, but the PCs have to wait for because the bad guy is giving a speech. Or the escaping kidnappers create distance while you talk to the guy that stayed behind to discourage pursuit.
This is an actual problem because retreating is an explicitly non-hostile action. A guy sent to delay you couldn't actually stop you from pursuing though, even if he might be able to stop you from firing at them or taking similarly direct hostile action. Seems more of a problem of formulation and implementation (which barely exists at this point) rather than one with the general idea, and a solvable one in any event.
<tangent>response to deaddmwalking spoilered</tangent>
deaddmwalking wrote:In this system, if something had a Terrifying Presence (meaning it could impart a -8 to opponents of a lower CR), but you succeed on the save, there is no chance of a reduced penalty. Ie, if Joe Peasant rolls a Natural 20 on the save versus a Dragon, not only is he not panicked, he is not frightend or shaken.
You're looking at carry over from the SRD Frightful Presence ability I think (which never gets up to the -8 panicked state), retained back when I did that for legacy reasons and a desire to not go through and make sure I wasn't breaking anything in the MM with broader changes. I agree that save partial and variable penalties with CR differences is a nicer setup though, and may get to changing it later. It's been a while since I looked at it critically to be honest.
The wiki you
should be linking to when you need a wiki link -
http://www.dnd-wiki.org
Fectin: "Ant, what is best in life?"
Ant: "Ethically, a task well-completed for the good of the colony. Experientially, endorphins."