Influence Action
Action: attempt to shift an NPC's Attitude one step via a Charisma check ([[compendium:skill:Persuasion]], [[compendium:skill:Deception]], or [[compendium:skill:Intimidation]]).
Influence [Action]
The Influence action is a new general action that lets a creature attempt to change another creature's Attitude toward it. It is the formal mechanic behind "can I talk them down?" and "can I sway them to our cause?"
Using the action:
- Cost: 1 action (typically 1 minute of conversation in social scenes; abbreviated in combat at the DM's discretion)
- Roll: A Charisma-based ability check — usually Persuasion, Deception, or Intimidation depending on the approach. The DM may allow Performance or another skill if the approach calls for it.
- DC: Set by the DM based on the creature's personality, current Attitude, the request being made, and the approach used. A wide gap (Hostile to Friendly) requires a much higher DC than a one-step shift.
- Result:
- Success: the creature's Attitude shifts one step toward the desired end (Hostile → Indifferent, or Indifferent → Friendly)
- Failure: the Attitude does not shift; depending on the margin and the approach, it may shift one step away (a failed Intimidation often makes things worse)
- Critical success / critical failure: at the DM's discretion, two-step shifts can occur
Repeating attempts: A creature can typically be the target of one Influence attempt per scene from a given party. Pestering an NPC with repeated checks is not allowed unless the situation materially changes.
Group support: Other party members can use the Help action to grant advantage on an Influence check, representing backing the speaker up.