Merkuri
Explorer
Our DM's have always used Bluff sort of like a defense the NPCs have against the PC's Sense Motive, kinda like rolling Listen for NPCs when a PC rolls Move Silently.
You have the NPC say whatever they feel the need to say, truth or lie or some of both, and if the PCs ask for a Sense Motive check you roll a Bluff for the NPC. Based on the rolls (and whether the NPC was actually lying or not) you tell the player whether his character thinks the NPC is telling the truth or lying.
The PC is still free to go against his instincts if told he thinks the NPC is telling the truth. I interpret the result of a Sense Motive check as the character's "feel" about the other character. Somebody could tell you the sky is green, roll really high on the Bluff check, and while the PC can't detect the lie through facial expressions or tone of voice he still knows logically that the NPC is full of it.
Diplomacy, on the other hand, I find hard to use against PCs without taking away the player's freedom to control their character. I suppose if you really wanted to use it you could roll ahead of time for the NPC and play him according to the result. If he would've changed their attitudes from neutral to friendly then play him very likable. Try to make the players think of him the way the diplomacy check results come up with. Personally, though, I think it's just safe to say that diplomacy checks simply can't be used against the PCs and to use the NPC's diplomacy ranks as a guide to his personality the way you would look at an NPC with high charisma.
You have the NPC say whatever they feel the need to say, truth or lie or some of both, and if the PCs ask for a Sense Motive check you roll a Bluff for the NPC. Based on the rolls (and whether the NPC was actually lying or not) you tell the player whether his character thinks the NPC is telling the truth or lying.
The PC is still free to go against his instincts if told he thinks the NPC is telling the truth. I interpret the result of a Sense Motive check as the character's "feel" about the other character. Somebody could tell you the sky is green, roll really high on the Bluff check, and while the PC can't detect the lie through facial expressions or tone of voice he still knows logically that the NPC is full of it.
Diplomacy, on the other hand, I find hard to use against PCs without taking away the player's freedom to control their character. I suppose if you really wanted to use it you could roll ahead of time for the NPC and play him according to the result. If he would've changed their attitudes from neutral to friendly then play him very likable. Try to make the players think of him the way the diplomacy check results come up with. Personally, though, I think it's just safe to say that diplomacy checks simply can't be used against the PCs and to use the NPC's diplomacy ranks as a guide to his personality the way you would look at an NPC with high charisma.