JamesonCourage
Adventurer
The problem is Stalker0 - and I totally agree with how you have posted things - is that apparently, bluffing the guard isn't enough, nor is diplomacy.
Correct.
After all, there is no open the gate skill.
Again, correct.
According to JamesonCourage, no skill can get that gate to open. The only thing that gets that gate to open is if I press the correct series of buttons in the DM's head and he lets me get in the gate. If I fail to press any of the buttons, then I cannot enter. If I do not press ALL of the buttons, I still cannot enter. In fact, pressing the buttons doesn't actually do anything because it all comes down to the DM making an adjudication that I have apparently convinced him that I should be let in.
This is no more true than rolling a Survival check to determine north, rolling a Knowledge (geography) check to determine where a city is in relation to yourself, and then telling the GM that you're heading there.
The checks mechanically represent success in a limited area, and GM adjudication resolves the rest. This is true in nearly every aspect of the game. That you prefer an exception to social skills, or just Bluff, or anything else is fine. But it is not arbitrary GM fiat to follow that just like the rest of the game.
At no point does any of my successes actually let me in the gate. It's all up to DM Fiat.
Again, no more than "you rolled a success on your Bluff, so you get in. Here's how it went down" is. Your method is just as much GM fiat as mine is.
I would say that the basic difference here is, how do you award success. After all, we all agree that the PC's succeeded. They bluffed the guard. The guard believes their lie. Maybe the DM requires a further diplomacy check, that's fine. But, in the example, even if I do that, the guard still calls down the king and I'm screwed.
You're not necessarily screwed.
This is not a universal situation, it's a specific situation that I gave Lost Soul to demonstrate differing levels of success and failure.
You can still succeed in your social checks.
You could have succeeded in your investigation checks better than you did.
Circumstances can favor you, rather than be against you.
I'm not sure how many times it needs to be said, but maybe eventually you'll see what I'm trying to say.
Now, if any of the following is the result:JC (it was actually Krensky) said:For example:
You make your bluff. The guard believes your lie. So he calls for someone to escort you where you need to go in the castle. You're in, but you need to shake the escort in a way that seems natural and accidental.
-or-
You made your Bluff. The guard believes your lie. So he lets you and the turnip cart containing the rest of the party in and points you towards the kitchens.
Then the PC's success ACTUALLY is a success. They get in the door and they are not subject to an endless string of subsequent challenges until they fail. See, both of these examples actually reward success instead of punishing it.
Where did I say there's an endless stream of challenges? In fact, did I give a number of challenges that they'll need to make? If so, what number?
It all comes down to how do you reward success.
Not really. My point, and the thing that everyone seems to agree on, is that the PC's have already succeeded. They bluffed the guard, they jumped through the hoops, they got their 12 successes before 3 failures, whatever floats your boat. They succeeded. But, that success is then turned into a failure because the DM decides that their success just isn't quite good enough.
That's where I part company.
That's not what happened. You can only succeed mechanically at lying with the Bluff skill. In this case, that means a success is measured by whether or not someone believes your bluff, but not by whether or not or achieve your goal.
Please, explain to me where it did, using the definition of success that I am familiar with:
Success said:suc·cess
1. The achievement of something desired, planned, or attempted
They were indeed successful at lying. Nothing beyond that. You can play it that way, and that's cool, and I know you have fun, and it's not wrong.
But saying "you succeeded on your Bluff, so the guard reacts this way, so you get let in" is actually a little more GM fiat than "you succeeded on your Bluff, so the guard believes you, and here's how he reacts" because your method doesn't follow the rules.
Bluffing the guard is jumping through one hoop. Hitting a dragon is jumping through one hoop. If you use the GitP Diplomacy rules (and adjust Intimidate appropriately), then all of a sudden Bluff, Diplomacy, and Intimidate seem much less binary than people make them out to be. There's a back and forth, there are multiple checks, there is a lot less "I made the check, so I win" going on. I don't use the rules from GitP directly as written, but I definitely modified my old Diplomacy skill to reflect it as a base.
Hussar, I really don't understand your issue. I mean, I understand it, but it's an issue with a play style with people who aren't in this thread. And, if your point is "I don't like it when people use X play style" then I understand. But attributing it to me, Krensky, or anyone else is simply false, especially when we tell you that is simply isn't the case.
As always, play what you like

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