I always thought Laurel had the best response to this one.

“I would like to start social combat,” says the silver-tongued diplomat.

“I respond by starting actual combat,” says the cynical assassin.

That’s because there is little defense against a talky character once they start talking. When you tilt your build (like most players) towards combat effectiveness, it can be distressing to discover that you have few resources left to devote to mental defenses. Anyone who has ever found themselves on the wrong end of a yet-another mind-whammy can attest to the sentiment.

This is the fundamental difficulty with persuasive PCs. They can be a great deal of fun until the GM gets fed up with your bullshit. It is always possible to shut that mess down once it gets out of hand. GMs may employ impervious enemies, even-better-than-you persuaders, and something as simple as the suddenly-strict application of rules (e.g. “Sorry! You aren’t allowed to make Diplomacy checks during combat.”). All all on the table.

Methinks Bard in today’s comic is getting close to that point. Push it too far with the outrageous requests and logic pushes back. “Yeah, no. It doesn’t matter what you say. Without magic, he’s not giving away his pants.”

In my experience, silver-tongued PCs are best advised not to push it too far. I suspect this will cause some controversy, but I think this is one of those soft skills that tests players rather than characters. Since it’s a GM’s job to describe how each NPC reacts to persuasive overtures, they have a great deal of non-mechanical leeway in social scenes. And because there’s a natural storytelling inclination to push back against “you get exactly what you want every time forever,” it’s on you as a talky PC manage your GM’s patience.

What does that look like in practice? Lean into verbal pratfalls. Allow yourself to look foolish on occasion or say that wrong thing. Choose not to apply every little situational bonus to a check. Because chances are that a social-shifted character is going to succeed against that vast majority of NPCs. Finding a way to apply the occasional unfavorable result to yourself is a way to keep the flow of narrative from doing it to you.

What do you say, Handbook-World? How do you like to handle wins-talking-every-time type PCs? Does the old self-nerf hold water, or is that just a patch on a mechanical problem? Sound off with your own silver-tongued solutions down in the comments!

 

 

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