Hussar, man, I really hope you read this one.
Well, just because they have the right course of action doesn't mean that they automatically succeed. They could still fail the check of course. So, the game's challenge is a combination of coming up with a plan that is believable to the people at the table (or at least reasonably plausible - none of us are professional con artists I think, so, let's not set the bar too high) and then playing through that plan.
We agree here.
If the rolls fail (and the rolls and DC's most certainly can and should be modified by the context of the situation) then the plan fails. They don't get in the door.
And in my version, all it takes are rolls and plausibility.
If the rolls succeed, then, I believe, that they should be given the success they were expecting. Maybe not exactly the way they were expecting it, but, something that's actually a success.
And this is where I said I have multiple problems: it doesn't follow RAW, so the players lose a certain amount of ability to rely on the rules, and it's much too narrative for my style.
It's not wrong to play that way, but the fact that you think I railroad, use GM fiat, and consistently try to screw my friends over is baffling.
OTOH, "Sorry, yes I believe you are a member of the diplomatic group, but, you still may not enter" is just the DM taking a success and spinning it into a failure. Where's the challenge in that?
No, it's not. They only get to roll on one thing: whether or not the lie is believed. If the Bluff check succeeds, then they've succeeds, and I'll play it that way.
But, that's the only thing they get to roll on. As they never, ever get to make a check to "get into the castle" or the like, I cannot, by the rules, take that success away by making their Bluff check fail. There may be a time, in fact, where failing your Bluff check is more advantageous than succeeding one is. I'll touch on this later in the post.
Actually, let me turn the question around. Where is the challenge in a situation where you can never succeed?
There's not much of one. But, then again, nobody is advocating this.
In JamesonCourage's example, he flat out states that the rolls won't let them succeed.
Incorrect. Again. I state that they will not just be let in
on the first Bluff check. I state that they can indeed succeed. I'll get the quotes for you:
JamesonCourage said:
Hussar said:
Did they fail because their idea was completely implausible? - no.
From their perspective, no. Completely implausible from my perspective?
No, but hard to pull off. If they had rolled better on the investigation checks, they would agree, and change their initial plans accordingly.
JamesonCourage said:
Hussar said:
If they arrived early, the king would be called and they would be caught.
Had their Disguise check failed, yes (which it likely would have when the chancellor saw them, but he wasn't at the gates, as I mentioned earlier).
But it's possible for them to play it off with a good roll, and a bad roll from the king.
JamesonCourage said:
Hussar said:
If they succeeded, LET THEM SUCCEED.
I described a situation in which they did succeed. The lie they told was believed by the guard. If they succeed on the Disguise check, the king will believe them, too. If they had succeeded on the investigation checks, they would know about the personal connection between the diplomat and the king, too. And when the diplomat had arrived. The dice determine the degree of success, and I use that by the rules of the game.
JamesonCourage said:
Hussar said:
Potatoes, potahtoes.
The point is, they had a plan and their plan had no chance of success because the DM engineered things so that the plan could not succeed, not because of any failing on their end.
Can you explain to me, based on the information I've given you, how their chance had no chance of success,
especially considering I said that it could succeed?
JamesonCourage said:
Considering I said that they had initially "failed" some investigation checks (by not hitting DCs high enough to get all the relevant information), and that they could still pull things off (though it would be difficult), I have no idea where you're getting this from. It's like you missed part of my post.
JamesonCourage said:
Hussar said:
Anyway, I've pretty clearly shown, at least to any reasonable degree that there are any number of bluffs that would allow the PC's to enter the castle past the guard. I'm sure that I'll be told, no, these are all unreasonable interpretations and we should continue to cock block our PC's at every turn. Because, as Krensky says, "Their tap dancing and improvising is entertaining."
You can make reasonable Bluffs, and in the right conditions you can accomplish what you seek out to do. What you don't do by the rules, ever, is make any check that says whether or not you get into the castle.
Hussar, these are all from the
last page. I did not have to go digging for these. I've said repeatedly
you can succeed in your goal, not just the Bluff check. I've made clear that success is a possibility. Where you keep getting statements like "In JamesonCourage's example, he flat out states that the rolls won't let them succeed" I really have no idea. It just doesn't add up to me.
At best, they only fail a little bit or a lot. Under no circumstance will they actually be allowed to succeed.
If you want, I can link more quotes where I said how they can succeed, but even in the above quotes I talk a little about them being able to succeed better on their investigation checks, as well as them still being able to pull something off with a successful Disguise check to impersonate the diplomat. Really, man.
Apparently because there is no "Open the Gate" skill.
There isn't. In 3.5, there is no skill challenge rule, where successes indicate that something happens, and then you narrate how it happened. That's a fine rule. I spent about a day looking into how I could apply something similar in my game (with no real success), because I really like how it could speed up play, and it reminded me of the extended rolls from WoD.
However, in 3.5, if you follow RAW, or even RAI, in my opinion, then there's just no way to reconcile your interpretation of the rules. "Success as according to Hussar" is much more arbitrary to me than "success in what the skill says you'll succeed in" and that's why I don't prefer it.
However, you are not alone in how you like to play things, and you are not wrong to play that way. Nor is anyone else, really, as long as they're having fun with it. But it's not right for me, it's not right for my group, it's not as fun for us, it's not as immersive for us, it does not make for an objectively "better game" for every group, and it's not RAW (or even RAI as far as I'm concerned). I don't feel bad about playing the way I do, and neither do my players.
Play what you like, though
And DM's wonder why players slowly stop attempting anything other than killing everything they meet. Why players stop trying new things after playing for a while. Why would players keep trying new things when new things cannot succeed? Kill everything works. It works almost all the time. Spinning success into failure just leads to players stopping trying.
I'm sure you've heard me mention it before, but in case you don't recall (as you have no real reason to), but my players
might get into one combat encounter every 10 hours of real time. The rest of the time, it's "other solutions" and the like.
My players know that their success or their failure is based on how they roll, and how plausible their actions were. They know exactly how we play. We like exactly how we play. We are not a worse group for it. I am not using GM fiat, I am not railroading, I am not consistently ruling against my players, I am not setting them up for an encounter for which they have no chance of success.
Let me ask this then. Why is the supposedly "neutral arbiter" DM choosing the results that most disadvantage the PC's? How is the decision arrived at that despite the PC's not actually failing in anything they've done, they still fail being a neutral arbiter?
First of all,
I don't arbitrarily choose results that are most disadvantageous to the PCs. Where you get the idea that I do, I have no idea. I could make this situation much, much worse. Selowrap, the illusionist with which they have a beef with, could frame them moments before they arrive. Or, the chancellor was at the wall as well to greet them (and he has a much higher Sense Motive). Or, the diplomat arrived 5 minutes
after the party, and now the castle is on high alert, with them stuck inside, rather than on the outside. I could go on and on, and I'm just using plausible outcomes, now. I could start using things like "the king has a fever, and in his delusions, he has ordered all soldiers to shoot down anyone who approaches the castle."
Secondly, they could have done much better on their investigation checks. I've touched on this a few times. I can link even more quotes, if you'd like.
You guys are absolutely right. D&D does entitle the DM to do what you are saying. You certainly could choose the most disadvantageous result every time. Personally, I don't play that way anymore. It's too antagonistic for one. For another it's needlessly frustrating to the players and discourages any creativity in the future.
Not only am I not playing as you're describing, but my players are
incredibly inventive, and do not seek to use combat first as an option unless their story really calls for it.
First off, this would be funny.
But, allowing their success to actually count as a success isn't all that difficult.
PC: HI, I'm the Merry Prankster.
Guard: ((After a successful bluff)) Oh, please don't kill me sir! I'm just a poor guard.
PC: What? Huh? No... wait.
Guard: I'll do anything you want, just don't kill me sir!
PC: Yes! Yes! I'll carve you up if you don't open the gate!
Guard: Right away sir. Anything you say sir.
There, now the bluff succeeded, they got into the gate and they know that their disguise is a really, really bad idea. And, you have the added bonus of just what are they going to do with Mr. Guard now, particularly if your group is a good aligned one.
There's nothing really wrong with this method, but the guard's reactions hinge on a few factors. How afraid of the king he is, how afraid of the Merry Prankster he is, if his family is on the line, how loyal he is, etc. All of these should factor into his reasoning for any action. If that means that he ends up letting the PCs in, I see no problem with it. But, I think it should be determined by the GM, not by the dice, when playing with my group. The dice dictate whether or not the guard believes you; the GM, who can factor for things the dice can't, decides how he acts. The rules agree with me.
Isn't that a heck of a lot more fun than:
Super subjective.
PC: I'm the Merry Prankster.
DM: Don't even bother rolling. He starts screaming his head off for the guards. They start shooting at you from the walls.
PC: Uh, what? What just happened?
DM: You don't know, they're just shooting at you. Roll for initiative.
I'd still make them roll. The rules show that you need to roll here (making a Bluff check).
Although, to be fair, that second one might be fun. I think the first one would be better, but the second one isn't bad.
And man is that subjective.
But, typically, the next time something like this comes around, you can bet dollars to donuts, they scale the wall and don't bother talking to anyone. One Mass Invisibility and Levitate spell later and they enter the castle without any role play at all.
This is an example of where failing a Bluff check would be advantageous for the party.
PC: I'm the Merry Prankster [fails Bluff check].
Guard: Funny guy. Either tell me your business, or get out of here.
Much better than success on the roll might get you. And, it follows RAW, so the players know what to expect. And, it's less narrative, so it fits our style more.
Secondly, not all groups respond with "more killin'." Mine sure don't. Extrapolating your varied and in-depth experiences to every group and making a statement of what makes for an objectively "better game" doesn't sit well with me when you're using Fun as the measuring stick.
I really don't understand how we're not seeing eye to eye on this. Please read all of the quotes I linked. Maybe that will clear things up.
At any rate, play what you like
