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Some of the character abilities seem to be things that any character should reasonably be able to attempt, for example...
this second tier Explorer ability:
Escape (2 Speed points): You slip your restraints, squeeze through the bars, break the grip of a creature holding you, pull free from sucking quicksand, or otherwise get loose from whatever is holding you in place. Action.
or this first tier Speaker ability:
Spin Identity (2 Intellect points): You convince all intelligent creatures who can see, hear, and understand you that you are someone or something other than who you actually are. You don’t impersonate a specific individual known to the victim. Instead, you convince the victim that you are someone they do not know belonging to a certain category of people. “We’re from the government.” “I’m just a simple farmer from the next town over.” “Your commander sent me.” A disguise isn’t necessary, but a good disguise will almost certainly be an asset to the roll involved. If you attempt to convince more than one creature, the Intellect cost increases by 1 point per additional victim. Fooled creatures remain so for up to an hour, unless your actions or other circumstances reveal your true identity earlier. Action.
In my previous fantasy campaign. I ruled that Fast Talk was a magical charm ability that could achieve things that simply 'trying to convince someone' couldn't, but it still had to be something that was plausible for the character to believe. But how would that work in a campaign without paranormal elements?
Shouldn't anyone be able to attempt to Escape from a "creature holding you"? Would the only difference be that you use Might instead of Speed and if so then the ability seems pretty pathetic.
It seems like anyone can walk up to an NPC and say they are "from the government" or whatever. The way Spin Identity is worded it doesn't seem to confer any benefit over simply attempting the same thing without using the special ability. Is it implied that not just anyone could do something so simple?
How do other GMs arbitrate these abilities and others like them especially in games without magic, or psionics, or other supernatural elements that could make these abilities more useful than just mundane conversation?
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