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However, iirc all that particular check does is calm them down. You should still be able to put them out, assuming you have the correct skill for it.
I think checks technically require something like:
(1 Persuasion + 17 Strength) or (2+ Persuasion)
So staying ahead of the persuasion curve means you have free reign to chose how you persuade someone.
If your Persuade is higher than that number, you succeed. If it's lower than that number, you fail.
If there's a tie, the game looks at the chosen stat for both the PC and the target. If the PC's is two or more points higher, you succeed. If it isn't, then you fail.
(The 'two or more points higher' part was correct at one time, at least. I don't know if that got tweaked later on.)
So yes, keeping your Persuade ahead of the curve means that you don't need to worry about the stat association, and even if you do end up with a tie, your best stat might not be the best choice - it depends on what strong/weak ones the target has, too.
The way it works, with your stats, is that for every 10 points your relevant stat (Str or Fin or Int) is higher than your opponent's corresponding stat, you get +1 effective Persuasion on the attempt.