In the Lich example (a case of NPC deception): the creator of it mentioned the PCs doing a Knowledge check to identify the phylactery.
JS goes on about how that skill wouldn't reveal the answer.
In all of these discussions, is each of us NOT taking the time to verify the intent of the writer, and instead sticking to an interpretation of what they said?
The author could have meant "made appropriate checks to find the phylactery". But because he said a skill name, JC seems to have taken him literally. Which then shapes his response.
I don't like the term "author" for obvious reasons
At any rate, if the PCs say "I want to make sure it's real" then I'll give them all tests they'd reasonably think of, and some they wouldn't (if PC skill knowledge eclipses player knowledge). If they just ask "could this be the phylactery?" then that's what I'll give them.
They want to if this could be it. I tell them which lets them know if the object could be the phylactery. That's all. I let them run their character. If they ask if there's a way to test it, or say "I'm going to test it any way I know how" or some such, then I apply a broad brush, but not before that.
the premise that each success should move me forward should still be valid. Each hit on an enemy reduces his HP, making him closer to dead (my apparent goal). Obviously, when my goal is misguided (wrong person to be killing), I've got a different problem. But in the microcosm of 'killing this NPC", the sucess is still valid. That I've got the wrong man is a different problem, which will reveal itself an encounter or two down the road.
I agree here. Just like the Bluff check is whether or not somebody will believe you (the apparent goal). That you have the wrong bluff is a different problem.
Listen, I know what you're getting at, but that's a distinct play style. It's not wrong, but neither is following the rules, and playing by them,
especially if the players and GM prefer it.
What the phylactery and gate house pose is, how does a GM fairly hide the information and fairly reveal the information. Note, I have no specific meaning on "fair" in terms of GMing. I suppose it means that there is a way of truly succeeding that is discernable via reasonable methods in game.
Since the social skills tend to be about PCs manipulating and decieving NPCs, and the phylactery example are about an NPC manipulating and decieving PCs, they are relevant in arbitration similarities.
With the gatehouse, the PCs make some gather info checks to inform them of the security conditions, opportunities and vulnerabilities. Apparently they rolled low. they also dickered around, so the GM made the situation more complicated. The net effect was, they never should have gone for the guard.
Well, they could still go for the guard, but being the diplomat was the wrong tactic. Saying they're runners with important information, or the like, would be much more acceptable than "we're the diplomat that's already here."
With the phylactery, the lich made a fake. That's a forgery. Phylactery's are known to be a hidden item because of their vulnerability. So the PCs are going to be inspecting EVERY item they find. So once the correct skills/spellss to use are identified, they roll. Their might find no phylactery, find the fake and fall for it or not, find the real one.
JC's counter to the scenario seemed to imply they find the fake, and don't realize they are carrying the real one. It assumes a certain search order through the loot and that they STOP when they misidentify the fake. And that they don't do further tests (because the example didn't say).
Player: "Do we see a box on him?"
Me: "Yes, he dropped it when the last attack took him down."
Player: "I'm going to pry it open. Does it look like it could be a phylactery?"
Me: "Roll your Knowledge check."
Player: "31."
Me: "It fits the description of what a phylactery could look like, yes."
Player: "I'm going to destroy the papers, and then the box."
Me: "Done."
And that was that. No inspecting his gear. No looking for traps. No Detect Magic or Detect Evil. That's all it was. Just "we gather his stuff, and move back to camp with Teleport."
As I said, they weren't careful. It cost them. If they had said "we look for the phylactery" then that's another matter. They singled out the box, because the NPC tipped them off to it (a lackey of the lich, turns out).
Do you make your party roll these skill checks per item, or for the entire pile?
If you make them roll for the entire pile (as in searching the entire pile for the 1 expected phylactery), then failure means they find NO phylactery, or they fall for the fake phylactery. Success means they identify the fake as fake, and MIGHT find the real one (if the roll is high enough).
Its possible, just using 1 die roll can arbitrate the whole mess. Or the GM could make the party roll per item (despite that for 10 items, 8 rolls are meaningless).
I'd probably have them inspect everything separately. A blanket search would be made, but Knowledge checks and the like would all be made separately.
Another way to look at the gatehouse, was that if it was combat, and combats take an average of 6 rounds per. There would be a whole lot of dice rolling to kill your way into the castle. It takes a few checks for Climb to go over the wall. A few checks for stealth to sneak in.
I suspect then, that requiring a few checks to social your way in would count as fair play. Though it is fair to assume the Gather Info and Disguise checks to assist in this con count towards that # of die rolls required expectation.
Except that there are no rules on this. There is no expected number of successes to succeed in combat, much less in any other situation. 4e implemented the skill challenge system, but it's not in 3.5.
In the case of the gatehouse guard, the PCs chose the wrong time and target. Posing as diplomats had too many catches, higher DC and probably get you passed up the chain.
Posing as turnip delivery = lower DC and probably get you into the kitchen and ignored during the hustle and bustle.
In real life, it REALLY is that easy to get past the right guard with the right simple story.
A better lie (such as someone besides the diplomat) would have gone over better, in all likelihood.
I assume most folks don't want the rules to allow a ridiculous lie told to the wrong NPC to be allowed to work because the PC went all munchkin on his social skills.
I'd assume that as well, but I don't know. I just know what my group thinks, and what I can try to piece together from these boards.
There's a castle with 2 locked doors. One leads into the quiet kitchen, where nobody's at because supper is over. The other leads to the guard house before rest of the castle, which is chock full of guards. The kitchen lock is of poor quality and easy to pick.
If the PC goes for the kitchen door, it's easy to get in (roll a succes).
If the PC goes for the guard house door, it's a harder lock and IF he picks it, he just walked into a room full of guards.
Assuming the PC is a master lockpicker, one door leads to success, one door leads to more trouble (failure). Who's at fault? The GM or the PC?
I'd say the PC, in this example, for trying to go into a room full of guards.
This example is intened to be a parallel to the social attempt to Bluff the guard. If the PC goes to the harder door, I think the player has some culpability. If the GM negated any means of gaining intel (refusing any attempts and making both doors of equal nature), then it's the GM's fault.
Only if the intel can be gathered. If he arbitrarily stopped it from getting leaked, I agree.
As to should the Bluff not engender belief, but also action, it probably depends on the nature of the presented truth. Certainly, that's what the liar intends to happen. When I bluff in poker, I am trying to get you to react as though you KNOW I have the cards I am PRETENDING to have. When I lie to my parents, I am trying to NOT get punished for doing what i did.
By the rules, that's not how it works, really. Only the short term bluff can cause an NPC to act a specific way, and it's limited in use. I can link it again if you'd like.
A case could be argued, that if the guard's reaction to somebody showing up at the gate is to call his supervisor regardless, then he is in effect, unbluffable. If his reaction is identical to whether he believes or not, then the roll was a waste of time. If the difference is that when the boss shows up and he BELIEVES the lie, then how he presents them to his boss might affect the bluff to the supervisor. If I show up at the gate and my underling says "these guys CLAIM to be the diplomats" versus, "these diplomats showed up, their papers appear to be in order". That subtle difference acts as an influence on the supervisor who makes the final call.
and this is where more DM fiat comes in, the supervisor might believe the bluff, but be stuck with the 'no entry after 10pm" rule. He might say, "hey, I'm sorry but we're not permitting entry after 10PM. I know, it's late, you guys are tired. Here's a note to the innkeeper at the Weary Arms. He'll put you guys up for the night, and if you come back tomorrow and ask for me, I'll make sure your not hassled again."
Depending on the circumstances, this is all very reasonable to me.
Here's what happened:
I just denied immediate access to the castle, as that wouldn't make sense
I left an open for them to get in tomorrow with minimal fuss
I did not escalate this further up the chain to cause more skill checks (which one will inevitably fail).
The ball is still in the PCs court. the skill checks suceeded, so no alarms have been raised. The party has a chance to back out or move forward. If the party has an urgent need to get in TONIGHT, once they leave the gate, they are free to pursue a new strategy.
I have no problem with this. I have a problem with fudging in PC favor, but if this is the reasonable response, then it's all good.
Also, I see you included Hussar's "more skill check chain which the PCs will inevitably fail!" argument, which has never been advocated.
On the topic of DM Fiat, which gets thrown around like a swear word, I think its important for all GMs to realize that they are making this stuff up. every bit of it. Whether you wrote it down before the game, or made it up on the spot, it is made up. And while the consequences for any PC action might seem logical, and in a way they are, for each action, there are a multitude of logical and varying responses.
Yep. Like I told Hussar, it's really no different than him dictating how the PCs succeed.
Personally, I believe responses that make things harder or more complicated should be used when the PCs make a mistake or choose poorly. it usually beats outright killing them, as well. I also use them as a plot device, when what I've designed was deliberately 'simple' and the complication is what makes it level appropriate. I'm a bit wary of making situations complicated for the sake of being complicated, as I find making it too hard is too easy.
To me, the PCs made a mistake by impersonating the diplomat, which they did based on failed investigation checks. Had they had that information, then they would have changed their plans. I think that speaks to the plausibility of the action in the player's eyes.
As always, play what you like
