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a question of tact, appropriateness and Cha based skills
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<blockquote data-quote="Mark" data-source="post: 1428493" data-attributes="member: 5"><p>I'd like to clarify this, a bit, because I see a lot of information given in some of the various methods here that I also incorporate that my brief answer doesn't <em>implicitedly</em> cover. So, here are some permutations to help better get inside my head for those who wish to take that perilous trip... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>While I usually can remember, or have written down on my side of the screen, the various skill levels of the PCs for things I like to keep clandestine, I do like to ask which skill the player plans to bring to bear because it helps to verify their general demeanor and intentions in their approach to a roleplaying situation. Obviously, during a negotiation, a Diplomacy ploy is going to play out quite differently from using Intimidation approach.</p><p></p><p>Further, a player might choose to Sense Motive while negotiating figuring that even if the conversation never reveals exact information, they can potentially read between the lines and gain much more than from a direct question and answer approach. This is sometimes the best way to get information from someone who it has already been determined to be an unwilling information source.</p><p></p><p>Therefore, I ask what skill is being used, and get the modifier, then make the roll. I do this secretly because there is really no way to know with absolutely certainty using a skill if someone has given the absolute truth, and even when they do it may only be the truth as they know it, or as they see it.</p><p></p><p>One of the other reasons I do it in this order is because I then make determinations during the roleplaying as to what circumstance bonus or penalties I might want to apply, based partly on what they say, and partly on how they say it. Now, if a player clearly has a character with a skill that far outweighs their own ability to roleplay the skill, I either do not give penalties or I ask (out-of-character) if what they are saying is actually what they really want their character to say...basically giving them a chance to re-play a, perhaps, hastily turned phrase.</p><p></p><p>It's quite possible for a player to have failed in their attempt as the die roll stands at the beginning but wind up either asking the right questions or endearing themself in some way to the NPC during the roleplay that gives them a circumstance bonus that puts the die roll over the DC, thus negotiating the encounter successfully despite the initial result. When I say "endearing" I mean maybe giving some useful information in exchange that sweetens the pot for the NPC to be cooperative, or mentioning something that strikes a chord with the NPC (perhaps they are both women who have children and thus some sympathy is gained), or mentioning that they have a common enemy (this can be a big motivator with even the least helpful of NPCs.) there are many, many ways to gain multiple circumstance boni that I might not even conceive until roleplaying the encounter has transpired.</p><p></p><p>I find this method works the best for me for a number of reasons. Firstly, while it does allow for some immediate dumb-luck with the initial die roll, it also allows for good roleplay to win the day despite the odds. Secondly, it gives multiple chances to succeed (I'm not a fan of do or die situations hinged on a single die roll). Lastly, it encourages the players to roleplay, to remember facts in the game that might help them, and to put forth a general level of effort that helps everyone playing to immerse themselves more deeply in the whole experience.</p><p></p><p>In previous incarnations/editions of the game I would do this with Intelligence checks, or with Reaction checks, and now it's all done with skills checks (sometimes opposed skill checks), but it's all pretty much the same system.</p><p></p><p>I'd encourage everyone to give this a try and see if it doesn't increase their enjoyment of the game. If not, what have you really lost? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>BTW, YMMV = Your Mileage May Vary & BTW = By The Way <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mark, post: 1428493, member: 5"] I'd like to clarify this, a bit, because I see a lot of information given in some of the various methods here that I also incorporate that my brief answer doesn't [i]implicitedly[/i] cover. So, here are some permutations to help better get inside my head for those who wish to take that perilous trip... :p While I usually can remember, or have written down on my side of the screen, the various skill levels of the PCs for things I like to keep clandestine, I do like to ask which skill the player plans to bring to bear because it helps to verify their general demeanor and intentions in their approach to a roleplaying situation. Obviously, during a negotiation, a Diplomacy ploy is going to play out quite differently from using Intimidation approach. Further, a player might choose to Sense Motive while negotiating figuring that even if the conversation never reveals exact information, they can potentially read between the lines and gain much more than from a direct question and answer approach. This is sometimes the best way to get information from someone who it has already been determined to be an unwilling information source. Therefore, I ask what skill is being used, and get the modifier, then make the roll. I do this secretly because there is really no way to know with absolutely certainty using a skill if someone has given the absolute truth, and even when they do it may only be the truth as they know it, or as they see it. One of the other reasons I do it in this order is because I then make determinations during the roleplaying as to what circumstance bonus or penalties I might want to apply, based partly on what they say, and partly on how they say it. Now, if a player clearly has a character with a skill that far outweighs their own ability to roleplay the skill, I either do not give penalties or I ask (out-of-character) if what they are saying is actually what they really want their character to say...basically giving them a chance to re-play a, perhaps, hastily turned phrase. It's quite possible for a player to have failed in their attempt as the die roll stands at the beginning but wind up either asking the right questions or endearing themself in some way to the NPC during the roleplay that gives them a circumstance bonus that puts the die roll over the DC, thus negotiating the encounter successfully despite the initial result. When I say "endearing" I mean maybe giving some useful information in exchange that sweetens the pot for the NPC to be cooperative, or mentioning something that strikes a chord with the NPC (perhaps they are both women who have children and thus some sympathy is gained), or mentioning that they have a common enemy (this can be a big motivator with even the least helpful of NPCs.) there are many, many ways to gain multiple circumstance boni that I might not even conceive until roleplaying the encounter has transpired. I find this method works the best for me for a number of reasons. Firstly, while it does allow for some immediate dumb-luck with the initial die roll, it also allows for good roleplay to win the day despite the odds. Secondly, it gives multiple chances to succeed (I'm not a fan of do or die situations hinged on a single die roll). Lastly, it encourages the players to roleplay, to remember facts in the game that might help them, and to put forth a general level of effort that helps everyone playing to immerse themselves more deeply in the whole experience. In previous incarnations/editions of the game I would do this with Intelligence checks, or with Reaction checks, and now it's all done with skills checks (sometimes opposed skill checks), but it's all pretty much the same system. I'd encourage everyone to give this a try and see if it doesn't increase their enjoyment of the game. If not, what have you really lost? :) BTW, YMMV = Your Mileage May Vary & BTW = By The Way ;) [/QUOTE]
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