Persuasion Mount And Blade
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Increases your base running speed, either making a lightly encumbered character run faster than normal, or letting a heavily encumbered character move at normal speed. This skill also improves a unit's overland speed on the map if they are not mounted, improving the average speed of the party they are part of. Encumberance has a much larger effect than this skill is able to overcome at higher weight levels, meaning completely unarmored Looters can still outrun an extremely heavily armed and armored man or woman on foot even if he or she has 10 points in this skill.Noticeably increases movement speed in Viking Conquest.
The current persuasion system (Marriage, Quests, Adding nobles to your kingdom, etc) is extremely harsh on the player even at high values of charm, making the gaming experience frustrating for some players. The mod allows the player to ease (or harden) the difficulty of the negotiations.
I am level 25 and have 22 Charisma and 3 persuasion, but I seem to fail more often than not; By failing I mean that the amount of direms I am to pay them goes up. Am I using the persuasion skill wrong, or is it a RNG issue? It seems like my persuasion checks don't really matter when it comes to my charisma.
Firstly, three persuasion isn't a whole lot. Try getting it at least above four, I'd say. I usually try to level up the Charisma skills (leadership, trading, persuasion, etc) before any others, including strength, as Charisma is such an important part of the game.
Overall, we feel that the persuasion system adds a massive amount of depth to diplomacy in Bannerlord, giving players different options and ways to approach challenging situations that they are presented with. We think that it will give players greater control in playing the game in the way that they want to, opening up avenues and possibilities that were unavailable in previous games in the series.
This is the first test. If your relation with the lord is too low, he will deny the request. The persuasion skill helps here, so you'll need less relationship overall. I believe it's a 1:1 exchange, meaning for each point in persuasion you need one point less in relationship. The minimum requirements for relations are:
If your relation is too low, the lord will deny your attempt. This won't hurt, just improve your relations and try again. Relations play an important role when evaluating your chance for persuasion. Therefore it is advised to get them as high as possible anyway.
The second test. This time it's about the lords relation to his king. If it's too high, he will end the conversation with "Long may he live!". However, if relations are low enough the answer will change. "That is all that I will say on this matter." indicates, that he is willing to say more, but it depends on your persuasion skill. If you try to persuade him and your skill is too low, he quits your persuasion attempt, gets a bit upset and won't talk about it for a short time and you'll lose 1 point in relation with him (unless you are at 100 relation and he is a noble lord). If you succeed, you can now move on to make an argument. It's unclear to me, what influences how many skill points you need for an successful attempt. It might be dependent on the relations of the lord to his king. Thus persuasion negates some of the relation points otherwise you would have to wait until relations go down further. If you are lucky, this test is skipped and you can move on to make an argument.
The next step is about the choice you made during your persuasion attempt. Here the lord will say if he agrees with your opinion or not. If you have chosen the "King" argument, he will comment about your RtR. If it is low he will say so. If you chose a honor argument and your honor is low, he will remark about it. By the way: This is the only step which is influenced by your persuasion skill.
The most beneficial part is, that you can do this while at peace. But it heavily relies on relations. Do note however, that even noble lords loose relations if their faction gets heavily beaten. Therefore if two nations fight each other and one is loosing quite often it might be worth a shot. A failed attempt to initiate a persuasion has no negative impact (only if the lord says "I told you that's all I have to say" and you loose 1 relation, then you need some time before you are allowed to try it again). Once you force a lord to make a decision however, it will take some time until you are allowed to try it again (or reload a save from before).
A word about the persuasion skill: As already mentioned it helps with your chosen argument. Strangely it also boosts the score the lord has to his current king. I believe this to be a bug. However, in almost all cases there is a net gain. So it does its job. Yet, I tried to make it clear that it is more important to get relations up to 100 than having a persuasion skill of 0 or 10. Best option is having both of course and it seems that some persuasion skill is necessary to get good-natured and upstanding lords.
So one thing that I will mention over and over in this is how I think persuasion is highly overlooked, and I had a few new suggestions on how persuasion options can become available to the player as time goes on.Level 1 - All attempts at persuasion are 10% easier, new "get to know" options available for lords.Level 2 - All attempts at persuasion are 15% easierLevel 3 - All attempts at persuasion are 20% easier, new "appeal" and "intimidate" options become available allowing the player to use coercion on officials and lords.Level 4 - All attempts at persuasion are 25% easierLevel 5 - All attempts at persuasion are 30% easier, new "seduction" options become available for members of the opposite sex including merchants, wives(male only), lords(female only), and town officials(female only).Level 6 - All attempts at persuasion are 35% easierLevel 7 - All attempts at persuasion are 40% easier, new "take to bed" options become available for lords.Level 8 - All attempts at persuasion are 45% easierLevel 9 - All attempts at persuasion are 50% easierLevel 10 - All attempts at persuasion are 55% easierList of things you could do with Persuasion:Barter with MerchantsSeduce Town Officials/Merchants/Lords/Kings and QueensBribe/Persuade/Intimidate Caravans to give you their cargo.Bribe/Persuade/Intimidate Lords to disbanding their armies and surrendering.Get to know lords and ladies better simply by spending in game time with them when they are available. IE: not on a mission/with the marshallGet town officials to do a variety of illegal things for you, such as not taxing your caravans, lifting trade laws, paying them to let your bandits into town, etcTake Kings to bed and become their queen or assassinate them.Take lords to bed and instead of bedding them, assassinate them.Take lords to bed to gain improved relations.Bribe/Persuade mercenaries/assassins to try and kill a lord.Bribe/Persuade/Intimidate bandits to leave the area, reducing bandit presence and increasing income from trade.Bribe/Persuade/Intimidate bandits to join you, work for you, or preform tasks for you.Persuade/Intimidate Village Elders to giving you their rents rather than the lords they serve.Persuade Manhunters to give up their prisoners.
Fighting it out is always an option in a role-playing game, but sometimes it's better to talk. The Mount and Blade 2 persuasion system will give you that option in certain situations where you seek to turn a conversation to your advantage.
The addition of the Mount and Blade 2 persuasion system will make for a marked improvement on building out a character with a focus on social skills as opposed to martial prowess. You can read through the latest dev blog post for all of the fine details. The game is certainly shaping up to be an interesting title and it can't release soon enough. Unfortunately, that's one piece of information we just can't persuade Taleworlds to provide.
What do you think of the Mount and Blade 2 persuasion system? Do you think it's worthwhile to invest in social skills in RPGs or do you prefer to fight your way out of every situation? Let us know in the comments below!
Mind trickTechnical informationAlternate name(s)Affect mind[1][2]Alter mind[1]Dominate mind[2][3]Force mind trick[4]Force persuasion[5]Illusion[6][7]Jedi mind trick[1]Mindform[8]AreaAlter[9]Control[9]Mind[10]Sense[9]Historical informationAffiliationJedi[source?]Sith[11]Sith Empire[12]Krath[8][Source]
Force persuasion was the use of the Force to exert influence. Some species with highly organized mental facilities were known to be inherently resistant to its effects, requiring more skill, among them Hutts, Toydarians, Yinchorri, Kloodavians,[15] Dashade, Falleen, Geonosians, and possibly Snivvians. For example, Revan could persuade Motta the Hutt, but Luke Skywalker failed in his attempt to persuade Jabba the Hutt. Also during the Jedi Civil War, certain ranks of soldiers were trained to resist this technique.[16] On the other hand, some species, such as the Nikto, were particularly susceptible to it.[17] Known variants included affect mind and dominate mind, with dominate mind being a more advanced version of the former.
When using a Jedi mind trick, a Jedi often waved his or her hand to aid in the persuasion. The Jedi adopted a peculiar tone of voice along with a casual facial expression. The sentient being that was the object of the mind trick tended to adopt a casual tone of voice but a peculiar facial expression. Should the trick succeed, he or she then agreed to whatever was being said to them without being able to think for themselves. Moments later, they would feel puzzled about their new opinion, but usually didn't feel like changing it back. 2b1af7f3a8