I've been playing D&D for over 30 years now, and have played first 3.5E and now 4E for almost four years now.
One thing I've found is that "social" skills are Bluff, Intimidate & Diplomacy are usually too easy in game. A good Bluff check, and the formerly loyal guard with strict orders is letting the PCs into the castle... a good Intimidate check and the fanatical follower of the Evil Tyrant God is spilling the beans on his group's secret hideout.
I really think these things should be much more difficult.
Sorry but, IMHO, the loyal guard who has strict orders not to let anybody into the castle (under penalty of death) isn't going to suddenly forget his job because a PC rolls a good Bluff, Diplomacy or Intimidate check and defeats his Will defense or he fails his Will save or whatnot. I mean, if the king finds out, the guard may end up being beheaded and his family also executed. I would think that would put any sort of bluff/intimidate out of reach without magical persuasion.
Similarly, the fanatical follower of Evil God of Tyranny isn't going to give up the location of his secret hideout because a PC says "Boo" to him and rolls a 19 Intimidate check, modified up by X ranks in Intimidate and more through Aid Another. I would think the intimidation of betraying your god and spending an eternity being tortured for that betrayal is worth more than some PC talking to you sternly.
Using magical charm or domination spells is another story. I'm talking about just using the "social" skills.
How do people handle this situations?
One thing I've found is that "social" skills are Bluff, Intimidate & Diplomacy are usually too easy in game. A good Bluff check, and the formerly loyal guard with strict orders is letting the PCs into the castle... a good Intimidate check and the fanatical follower of the Evil Tyrant God is spilling the beans on his group's secret hideout.
I really think these things should be much more difficult.
Sorry but, IMHO, the loyal guard who has strict orders not to let anybody into the castle (under penalty of death) isn't going to suddenly forget his job because a PC rolls a good Bluff, Diplomacy or Intimidate check and defeats his Will defense or he fails his Will save or whatnot. I mean, if the king finds out, the guard may end up being beheaded and his family also executed. I would think that would put any sort of bluff/intimidate out of reach without magical persuasion.
Similarly, the fanatical follower of Evil God of Tyranny isn't going to give up the location of his secret hideout because a PC says "Boo" to him and rolls a 19 Intimidate check, modified up by X ranks in Intimidate and more through Aid Another. I would think the intimidation of betraying your god and spending an eternity being tortured for that betrayal is worth more than some PC talking to you sternly.
Using magical charm or domination spells is another story. I'm talking about just using the "social" skills.
How do people handle this situations?
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