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General Tabletop Discussion
*TTRPGs General
Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="Krensky" data-source="post: 5591521" data-attributes="member: 30936"><p>I agree with the argument that it social skills require appropriate use of modifiers, but also that static DCs are usually the wrong basis.</p><p></p><p>All of these should really be opposed rolls, and need appropriate modifiers and GM adjudication along with appropriately limited scope.</p><p></p><p>To make use of the example so far, using the social char in one of my current games and a generic Mercenary NPC from the Rogue's galery to provide odds:</p><p></p><p>The PCs show up and tell the guards they have orders to be let in. </p><p>The claim is suspicious and the guard is Cold, so the PC is looking at a -16 to -20. Note that if the PC in question rolls a 1 (which is also a failure) or a negative result bad things happen. PC (at level 3) in question has a +11, so a final opposed roll is the PC at -5 to -9 vs the NPC at +1.</p><p></p><p>Now, if the PC makes the roll, the guard buys the lie. They still have no reason disobey their orders without more though.</p><p></p><p>So the PC tries to persuade the guard. Since he believes the lie regarding their orders, I'll give them a +2. So the PC is at -20 to -24 (Cold, dangerous, no incentive). So the PC is at -7 to -13 vs +1.</p><p></p><p>Now, the PC in question has a few more tricks to make pulling this off somewhat more likely, and actual forged papers would help a lot. So would some bribery. Those modifiers are straight out of my preferred game, and it works quite well.</p><p></p><p>Now, granted, they also let the PC in question twist those who like her around her little finger but of course they want to help her, she's their friend.</p></blockquote><p></p>
[QUOTE="Krensky, post: 5591521, member: 30936"] I agree with the argument that it social skills require appropriate use of modifiers, but also that static DCs are usually the wrong basis. All of these should really be opposed rolls, and need appropriate modifiers and GM adjudication along with appropriately limited scope. To make use of the example so far, using the social char in one of my current games and a generic Mercenary NPC from the Rogue's galery to provide odds: The PCs show up and tell the guards they have orders to be let in. The claim is suspicious and the guard is Cold, so the PC is looking at a -16 to -20. Note that if the PC in question rolls a 1 (which is also a failure) or a negative result bad things happen. PC (at level 3) in question has a +11, so a final opposed roll is the PC at -5 to -9 vs the NPC at +1. Now, if the PC makes the roll, the guard buys the lie. They still have no reason disobey their orders without more though. So the PC tries to persuade the guard. Since he believes the lie regarding their orders, I'll give them a +2. So the PC is at -20 to -24 (Cold, dangerous, no incentive). So the PC is at -7 to -13 vs +1. Now, the PC in question has a few more tricks to make pulling this off somewhat more likely, and actual forged papers would help a lot. So would some bribery. Those modifiers are straight out of my preferred game, and it works quite well. Now, granted, they also let the PC in question twist those who like her around her little finger but of course they want to help her, she's their friend. [/QUOTE]
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Community
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Are things like Intimidate/Bluff/Diplomacy too easy?
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