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Combat

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.