Ghost
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So looking at the expanded charms list, it seems like Essence 2 is what a player would want to rush to, or have Integrity as their supernal. Something like 4 charms in (and 10 charms in some other ability) let's someone more or less no sell almost any instill or persuade action. Though a QM could mess with that by calling a principle "overly broad". I'm still not exactly happy with the social influence system, as someone not that interested in a socially based character at least. There are a lot of supported ways to try to influence someone, but very few ways to deny them. So either you go for a lot of resolve and try to bruteforce it, difficult due to the amount of charms dedicated to getting past it, or you try to no-sell it, which is frustrating for the Storyteller and non-interactive.
Or I may be looking at this wrong and social charms were never meant to be used on PCs, which seems like an odd idea to me, considering many of the other charm trees seem to be built around interaction with other solar charm trees.
Or I may be looking at this wrong and social charms were never meant to be used on PCs, which seems like an odd idea to me, considering many of the other charm trees seem to be built around interaction with other solar charm trees.