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Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 5603813"><p>See this situation is one where i think the roll is fine ( though the gm should assign a modifier to account for the whole family killing thing). In your example the player also details the actions and words behind the roll. Where i think these rolls can be an issue(and i dont fault the game as i created the same problem in my own game) is when very specific things are in play that would pretty much make such a roll impossible or at least require more preparatipn on tge part of the pc( fake papers, dishuise etc).</p><p></p><p>My bigger issue with these rolls lately is it can be too easy to gloss over the rp and dialogue ( which is one of my favorite parts of the game). I use social mechanics so dont get me wrong. I understand why they can be useful, but they can also turn interactions into abstractions. </p><p></p><p>Because our games revolve around fbi and cia investigations i have been thinking about this a bit. My solution is if the players say they do or ask the specific things in an interaction i have specific results keyed to that (essentially a critical success) and they don't have to roll- ie i look inside the desk drawer, or i threaten to arrest his son if doesn't talk. But i still have the rolls.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 5603813"] See this situation is one where i think the roll is fine ( though the gm should assign a modifier to account for the whole family killing thing). In your example the player also details the actions and words behind the roll. Where i think these rolls can be an issue(and i dont fault the game as i created the same problem in my own game) is when very specific things are in play that would pretty much make such a roll impossible or at least require more preparatipn on tge part of the pc( fake papers, dishuise etc). My bigger issue with these rolls lately is it can be too easy to gloss over the rp and dialogue ( which is one of my favorite parts of the game). I use social mechanics so dont get me wrong. I understand why they can be useful, but they can also turn interactions into abstractions. Because our games revolve around fbi and cia investigations i have been thinking about this a bit. My solution is if the players say they do or ask the specific things in an interaction i have specific results keyed to that (essentially a critical success) and they don't have to roll- ie i look inside the desk drawer, or i threaten to arrest his son if doesn't talk. But i still have the rolls. [/QUOTE]
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Community
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Are things like Intimidate/Bluff/Diplomacy too easy?
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