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- "Chapter 10: Game Mastering",
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- "markdown": "<title level=\"1\" right=\"Rules\">[Social Skills](/Rules.aspx?ID=568)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen a character uses Deception, Diplomacy, Intimidation, or Performance to influence or impress someone whose level or Will DC you don’t know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don’t worry about being exact. It often makes sense to adjust the DC based on the target’s attitude for Deception, Diplomacy, or Performance, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC’s goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Social Skills",
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- "rarity": "common",
- "release_date": "2019-08-01",
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- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions\r\n</additional-info>",
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- "Core Rulebook"
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- "Core Rulebook pg. 506"
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- "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>",
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- "text": " Social Skills Source Core Rulebook pg. 506 4.0 When a character uses Deception, Diplomacy, Intimidation, or Performance to influence or impress someone whose level or Will DC you don’t know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don’t worry about being exact. It often makes sense to adjust the DC based on the target’s attitude for Deception, Diplomacy, or Performance, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC’s goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do. ",
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