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* ''TabletopGame/ApocalypseWorld'' actually has different mechanics for different persuasion modes, namely with the Go Aggro and Seduce or Manipulate basic moves. Go Aggro is an Intimidate attempt, where a PC threatens another character with violence if they don't do something for them: if the player rolls well, the target has a choice of either complying or forcing the PC's hand and sucking up the damage (once the UsefulNotes/{{dice}} are rolled, the player can no longer pull the blow). Seduce or Manipulate, meanwhile, is an umbrella move for several modes (Charm, Reason, Seduce, Browbeat) and works by presenting the other character with some leverage (a promise, a good reason, sexual favors, verbal threats) and a demand: if you roll well, they comply, if not, they may ask for more.

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* ''TabletopGame/ApocalypseWorld'' actually has different mechanics for different persuasion modes, namely with the Go Aggro and Seduce or Manipulate basic moves. Go Aggro is an Intimidate attempt, where a PC threatens another character with violence if they don't do something for them: if the player rolls well, the target has a choice of either complying or forcing the PC's hand and sucking up the damage (once the UsefulNotes/{{dice}} MediaNotes/{{dice}} are rolled, the player can no longer pull the blow). Seduce or Manipulate, meanwhile, is an umbrella move for several modes (Charm, Reason, Seduce, Browbeat) and works by presenting the other character with some leverage (a promise, a good reason, sexual favors, verbal threats) and a demand: if you roll well, they comply, if not, they may ask for more.
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* ''TabletopGame/WarhammerFantasyRoleplay'' and ''TabletopGame/DarkHeresy'' have the skills "Charm" (for general persuasion or seduction), "Intimidate" (which can be tested using strength for physical intimidation, or fellowship for social pressure and blackmail) and "Command" (for ordering subordinates around and keeping control over them). These skills can generally sway one person for every ten points the player has in the relevant stat, though there are [[SkillScoresAndPerks talents]] that can multiply this number and enable the player to persuade whole crowds at a time.
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* ''VideoGame/TheWitcher3WildHunt'': Convince and Intimidate options are not labeled as such in the dialogue wheel, requiring some intuition on he player's part to decide which is best for a given situation. Some conversations also allow Geralt to use the Axii sign, a spell that functions like a JediMindTrick. In a SurprisinglyRealisticOutcome, if the target has allies nearby, Axii will usually fail and cause them to go hostile, since you just obviously cast a mind control spell right in front of them.
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* ''VideoGame/GreedFall'' typically offers some of the five main options in persuasive interactions: charm (Charisma), reason (Intuition), bribe, insist/threaten, and do a favor/quest. Charisma and Intuition options depend on the corresponding [[SkillScore Talent level]]: the former launches and emotionally charged appeal whose success is [[GameplayRandomization randomized]], with your chances starting at 0% to 50% and each Charisma point adding 25% to the success chance, topping out at a 100%; the latter lets [[PlayerCharacter De Sardet]] come up with some brilliant offer or compromise that satisfies both parties and is always successful -- but only if their Intuition meets a dialogue-specific threshold (1 to 3). The bribe option also succeeds automatically, but costs anywhere between 20 to 100 gold -- a sizeable sum in the early game. Insisting or threatening is risky, as it may result in success, but also in a fight breaking out, a loss of [[AllianceMeter reputation with the NPC's faction]], or both. Lastly and rarest of all, De Sardet will occasionally have the option to perform a short assignment using their other, non-diplomatic skills (like repairing something with Craftsmanship) in return for the NPC's compliance.
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* ''TabletopGame/{{Paranoia}}''. Early editions have Bootlicking (sucking up), Bribery (say it with money), Con (as in ConGame), Fast Talk, Interrogation, Intimidation, Motivation (i.e. leadership), Oratory (convincing a group of people) and Spurious Logic (for use on robots and The Computer).

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* ''TabletopGame/{{Paranoia}}''. Early editions have Bootlicking (sucking up), Bribery (say it with money), Con (as in ConGame), [[TheCon con game]]), Fast Talk, Interrogation, Intimidation, Motivation (i.e. leadership), Oratory (convincing a group of people) and Spurious Logic (for use on robots and The Computer).
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removing JFF wicks


* ''VideoGame/PillarsOfEternity'' lacks dedicated persuasion skills, so some dialogue branches instead require certain attribute values to unlock--most commonly Resolve (which, being a mix of [[TheSixStats classic Wisdom and Charisma]], mainly opens the Charm options), but also Intellect (Convince options), Perception (noticing lies), and sometimes even [[{{Strength}} Might]] (Intimidate options). Additionally, towards the end of Act II, it becomes possible to draw upon [[KarmaMeter your established reputation]] in some dialogues: [=NPCs=] are, for instance, much more inclined to believe you if you have the Honest or Benevolent reputations (which are also leveled, so you may not be honest or benevolent ''enough'' to pass a reputation check).

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* ''VideoGame/PillarsOfEternity'' lacks dedicated persuasion skills, so some dialogue branches instead require certain attribute values to unlock--most commonly Resolve (which, being a mix of [[TheSixStats classic Wisdom and Charisma]], mainly opens the Charm options), but also Intellect (Convince options), Perception (noticing lies), and sometimes even [[{{Strength}} Might]] Might (Intimidate options). Additionally, towards the end of Act II, it becomes possible to draw upon [[KarmaMeter your established reputation]] in some dialogues: [=NPCs=] are, for instance, much more inclined to believe you if you have the Honest or Benevolent reputations (which are also leveled, so you may not be honest or benevolent ''enough'' to pass a reputation check).
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* ''VideoGame/DragonAgeOrigins'' sometimes gives opportunities to Persuade or Intimidate [=NPCs=] into helping you, give you better rewards, backing out of a fight etc. The player can put points into persuasion when leveling up, which is then combined with their strength or cunning stat to calculate if the attempt succeeds or not. Some important story choices are even locked behind these options, such as [[spoiler:convincing the werewolves to join your army or marrying the King/Queen of Ferelden.]] ''VideoGame/DragonAge2'' replaced this with a more streamlined system where certain dialogue options will only succeed if your PlayerCharacter has the right personality (such as threats only working if you continuously pick agressive options), but the player is no longer informed beforehand if a dialogue option can have a different outcome. ''VideoGame/DragonAgeInquisition'' has neither system and just locks certain dialogue options behind perks.

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* ''VideoGame/DragonAgeOrigins'' sometimes gives opportunities to Persuade or Intimidate [=NPCs=] into helping you, give you better rewards, backing out of a fight etc. The player can put points into persuasion when leveling up, which is then combined with their strength or cunning stat to calculate if the attempt succeeds or not. Some important story choices are even locked behind these options, such as [[spoiler:convincing the werewolves to join your army or marrying the King/Queen of Ferelden.]] ''VideoGame/DragonAge2'' Ferelden]]. ''VideoGame/DragonAgeII'' replaced this with a more streamlined system where certain dialogue options will only succeed if your PlayerCharacter has the right personality (such as threats only working if you continuously pick agressive options), but the player is no longer informed beforehand if a dialogue option can have a different outcome. ''VideoGame/DragonAgeInquisition'' has neither system and just locks certain dialogue options behind perks.

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