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19:23, 16th April 2024 (GMT+0)

Persuade rolls in Cthulhu.

Posted by Knell
Knell
member, 15 posts
Sun 27 Jul 2014
at 07:18
  • msg #1

Persuade rolls in Cthulhu

Would you consider that someone making a Persuade roll can write a convincing letter? Or must it be confined to speaking alone, or should Own Language/Other Language/Luck rolls be used in conjunction?
cero1
member, 1222 posts
Sun 27 Jul 2014
at 10:13
  • msg #2

Re: Persuade rolls in Cthulhu

I'll call general letter writing a Language check, (Own or Other dependant on what the language written is) but yeah, I'd allow Persuade to be rolled for this, with like you said a Language roll alongside it.

If the Language roll fails, the person has persuaded whoever the letter was sent to, though they're a little confused on what the sender needs exactly. If the Persuade roll fails, then no cigar though if the Language roll passes, the reciever of the letter may like the letter enough that you could do a retry to send another.
This message was last edited by the user at 10:14, Sun 27 July 2014.
Knell
member, 17 posts
Sun 27 Jul 2014
at 11:06
  • msg #3

Re: Persuade rolls in Cthulhu

In reply to cero1 (msg # 2):

Thanks! Seems like a good working model to go by.
cero1
member, 1223 posts
Sun 27 Jul 2014
at 13:03
  • msg #4

Re: Persuade rolls in Cthulhu

No worries :)

And if you have problems with communication, remember that there were 'candlestick' landline telephones even in the 1890s and later telegraphy became a more common thing too, so both are viable means of communication in a 1920s default Cthulhu game ;)
HasniM
member, 261 posts
Sun 27 Jul 2014
at 13:35
  • msg #5

Re: Persuade rolls in Cthulhu

Typically, with the BRP system, some skills are capped by other skills.

For instance, if you're riding a horse, you're weapon skill is capped at your ride skill.

Same goes with languages. If you use Persuade or Fast Talk, it's limited by your language skill.

So if you have a 80 Persuade but only a 30 French, you are less persuasive than if you are speaking in your native 115% language.

The good news for the character is they get a check in both when they succeed.  :-)
Knell
member, 18 posts
Mon 28 Jul 2014
at 08:19
  • msg #6

Re: Persuade rolls in Cthulhu

In reply to cero1 (msg # 4):

The telephones worked only within limits, to be sure? Like within a hotel or police station or university to connect departments, especially in the colonies.
Knell
member, 19 posts
Mon 28 Jul 2014
at 08:22
  • msg #7

Re: Persuade rolls in Cthulhu

In reply to HasniM (msg # 5):

I've heard that capping is a good rule, but how about,as in the ride example, someone who shoots exceptionally well, can even attempt shots the moment before falling off horseback? But in general, capping seems good (especially from the GM's side *evil grin*)
cero1
member, 1230 posts
Mon 28 Jul 2014
at 12:09
  • msg #8

Re: Persuade rolls in Cthulhu

In reply to Knell (msg # 6):

Depends on location, though human operator switchboards came into being in the 1870s. In the 1880s multiplex switchboards were introduced though it'd take time before a coast to coast phone call would be possible. In the 1890s you got the whole thing of tapping for the operator to connect you to another line. Distances and options were fewer, but in the 1890s you'd be twenty years past the days of paired only phones.

The dialling system on phones also came later (It'd be around for a 1920s game), which gave the operator a code to connect the two lines and the calls weren't connected automatically, it'd take time to make a connection to somewhere else. It'd be in your 1920s game you can make a phonecall go a bit further. If your game is set in London in the 1920s, then phonebooths for long distance calls were starting to be produced and were more prevalent.

There'd be no mobile telephones, obviously... But if you happened to play a 1920s game, landline phones would still be a pretty normal sight.
Knell
member, 20 posts
Mon 28 Jul 2014
at 14:32
  • msg #9

Re: Persuade rolls in Cthulhu

In reply to cero1 (msg # 8):

I'm okay more or less with the 1920s, landlines are viable. I'd be very grateful if there's any link to sites you can suggest to clearly describe the conditions of 1890s telephony, especially in British colonies.
Andrew Wilson
member, 509 posts
Scary? My mask is to keep
your viscera off my face
Tue 29 Jul 2014
at 06:12
  • msg #10

Re: Persuade rolls in Cthulhu

I got a good laugh reading this and skitting it out with my friend.

Me: be be bee beebeebee be. (impersonating telling a lie over Morris code)

my pal: idk man, sounds shady as fruit (interpreting it over a line)
Knell
member, 21 posts
Tue 29 Jul 2014
at 08:15
  • msg #11

Re: Persuade rolls in Cthulhu

In reply to Andrew Wilson (msg # 10):

Were rolls needed? What were the results? :P
pfarland
member, 17 posts
Sat 2 Aug 2014
at 00:53
  • msg #12

Re: Persuade rolls in Cthulhu

As for phones back then, most is not all were party lines.  Everyone in your exchange (usually a small town or a couple blocks in a city) could potentially listen in on your call.
HasniM
member, 264 posts
Fri 8 Aug 2014
at 03:03
  • msg #13

Re: Persuade rolls in Cthulhu

Knell:
In reply to HasniM (msg # 5):

I've heard that capping is a good rule, but how about,as in the ride example, someone who shoots exceptionally well, can even attempt shots the moment before falling off horseback?


Well, if he has a 30% ride, and rolls under 30%, he hits. Heck, 01-03 are impales, right? You can have him fall off the horse, if you want. I'd make the ride check be a 2nd roll.
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