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General Tabletop Discussion
*Pathfinder & Starfinder
How much can Spot, uh, spot?
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<blockquote data-quote="Telperion" data-source="post: 1296167" data-attributes="member: 15711"><p>I does seem like that spot is used for a whole lot of stuff, that it really isn't even designed for. Anyway, I would agree that a spot check is called for in this sort of a situation. The DC would be way up, though, and even if the characters make that first Sense Motive check, and notice that there's something wrong, the enemy isn't supposed to be acting stupid. I think that using different skills to do different things is a good idea. And this way even a rogue with a high int-score can't actually do <em>everything</em>. Of course this sort of thinking limits the abilities of non-social characters. Those with bluff, diplomacy and sense motive are going to shine in this sort of encounters (at least at the beginning), while the fighters stand around wondering why their friend is talking to a boring bridge guard?</p><p></p><p>On the other hand <em>roleplaying</em> is what this is all about. If the players can roleplay their characters into a situation where their suspicious natures are sounding alarm bells, and the enemy is getting nervours, then the situation could be handled without a single dice roll before the actual combat scene. </p><p></p><p>Personally I like the middle ground between these two extremes. I couple of high DC spot checks to start things off. If the characters engage in conversation with the guards, then they get their sense motive checks. During the conversation the guard might be attempting to drop hints of the actual situation that the characters are facing, and other little things can tip the players off. </p><p></p><p>It takes a bit of imagination on the DM's part, but I think its a whole lot more interesting that just throwing a few dice around, and going into combat rounds.</p></blockquote><p></p>
[QUOTE="Telperion, post: 1296167, member: 15711"] I does seem like that spot is used for a whole lot of stuff, that it really isn't even designed for. Anyway, I would agree that a spot check is called for in this sort of a situation. The DC would be way up, though, and even if the characters make that first Sense Motive check, and notice that there's something wrong, the enemy isn't supposed to be acting stupid. I think that using different skills to do different things is a good idea. And this way even a rogue with a high int-score can't actually do [I]everything[/I]. Of course this sort of thinking limits the abilities of non-social characters. Those with bluff, diplomacy and sense motive are going to shine in this sort of encounters (at least at the beginning), while the fighters stand around wondering why their friend is talking to a boring bridge guard? On the other hand [I]roleplaying[/I] is what this is all about. If the players can roleplay their characters into a situation where their suspicious natures are sounding alarm bells, and the enemy is getting nervours, then the situation could be handled without a single dice roll before the actual combat scene. Personally I like the middle ground between these two extremes. I couple of high DC spot checks to start things off. If the characters engage in conversation with the guards, then they get their sense motive checks. During the conversation the guard might be attempting to drop hints of the actual situation that the characters are facing, and other little things can tip the players off. It takes a bit of imagination on the DM's part, but I think its a whole lot more interesting that just throwing a few dice around, and going into combat rounds. [/QUOTE]
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How much can Spot, uh, spot?
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