Zak S wrote:
That is why you fail. The fact that the efficacy of the tactic depends on the situation at the table and is different in different scenarios is exactly why it's good.
The fact that the gamemaster determines a bonus based on their own judgment with no guidelines according to their understanding of the situation - or the phase of the moon, the tightness of their underwear, or any other factor - is not a recommendation for this rule; indeed, it is undistinguishable from not having a stated rule at all, where the gamemaster applies whatever modification they feel appropriate to any roll based on the circumstances at the table.
and perhaps more importantly the mood of the gamemaster:
If your GM makes rulings that are different depending on their mood, they are a bad GM and that's like saying "Your rule won't work without dice". No, it won't. A good and constant GM is a necessary piece of equipment.
I would agree that consistency is a highly desirable, even necessary trait in a good gamemaster. This gets back to the heart of the issue however - people play by rules to add consistency to the game, so that their actions can be arbitrated (at least partially) by an unbiased system. It's a large part on why people use published rules instead of homebrewing all of their own material; it's why homebrew material and gamemaster rulings should be - as you pointed out some time ago - consistent. The desire for consistency is often one of the driving points in arguments about rules, and it's part of the underlying issue with this one. We've mentioned before that a table to at least provide guidelines for what constitutes a bonus would have been beneficial, simply because it would help increase GM consistency - players would have a better idea how effective their individual actions might be.
it is possible to accrue an overwhelming bonus.
No, it is possible to get, at best, a successful Charm roll. Against one guy.
Your original rule, as mentioned and we can quote it again as necessary, did not specify an upper limit. At your table, in your system, you have said that you cap bonuses at +10; that may well be sufficient in your game to prevent abuse. However, in the original rule you gave no such bonus, so you left the door open to the potential of an overwhelming bonus.
Against one guy, sure. But think of the mouse that took the thorn from the lion's paw: sometimes one is enough.
The point of a saving throw (or soak roll) is specifically to allow a character to respond to or modify a roll in some way - avoid some of the damage or effect. The CHA check, like all the other rolls against a static TN, doesn't allow a character to do that.
#1 So? That doesn't make it easier
No it doesn't - unless you have an overwhelming bonus. For example, if you have two 1st level fighters identical in every respect except that one has a Hackmaster +12 sword, then obviously that fighter has an uncharacteristic and overwhelming advantage to hit (and damage, but that comes later).
And again, it's beside the point - the whole reason to have a soak roll or saving throw is to give a character the chance to mitigate their fate and not be at the mercy of a single roll initiated by another character in which that character might have a huge advantage.
#2 "Competing interests" covers this functionally. If the NPC target sees competing interests, those mitigate. Already said that.
#3 If there are no competing interests (the only time there'd be no mitigation) then why wouldn't the NPC grant the request?
I'm not going to pick apart your example, because frankly (and again) "competing interests" is a strictly subjective argument. It's not part of the mechanics, and it relies solely on the whims of the gamemaster as to when and if it applies.
And sure, the gamemaster should be consistent about it - but that can just mean that they're a consistent asshole, because almost every character (PC or otherwise) has some degree of self-interest. If you ask them to give up anything, that's got to conflict with their interest in not giving it up. That's part of the reason why social currency systems are so hard to model and implement in general, because humans can be both incredibly generous and murderously tightfisted and self-absorbed. It's a hard scale to cram into a single system, and you've essentially left the hard work of determining every such interaction up to the gamemaster to adjudicate on their own, with no reference or guide that GMs can maybe base their decisions on or PCs can expect to deal with.
Because there's no mechanical basis for that in the original ruling (aside from 1 apple apparently being worth +1), there's no mechanical argument that can be made here - the range of bonus is entirely up to the gamemaster. For you in your game, it's +0 to +10; for someone else it might be -100 to +100. We can only say, based on the original rule, that the potential for abuse exists.
So you're totally wrong on all points. Again: unless you are admitting to arguing in bad faith--address all this stuff.
Of the two of us, I think I'm the only one here that has been most accommodating in trying to address all of your points.