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General Tabletop Discussion
*TTRPGs General
Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="Elf Witch" data-source="post: 5606375" data-attributes="member: 9037"><p>One of the ways I now handle this in my game is I am the one who rolls behind a screen for the players bluff , sense motive, diplomacy, Intimidate and find traps.</p><p></p><p>I also sometimes roll spot checks. Though they don't it unless they have spotted something. This way the players are not basing their decisions on how well or bad the dice rolled.</p><p></p><p>My players like it because they say it helps them be more immersed in the game.</p><p></p><p>My players tend to play smart most of them are Shadowrun players as well and they are to paranoid to do something like bluff the guards to get into the castle without checking things out first.</p><p></p><p>I think there are different type of play going on here. You have a play style where the players just want to get on with it. The goal is to get into the castle so they just want to go up to the guard roll bluff and get on with the game.</p><p></p><p>For that type of play it is best to use the RAW rules.</p><p></p><p>For others they want more than that, they want to investigate and plan and they don't mind being stymied because that just gives them more clues and they get to plan something different. </p><p></p><p>And sometimes it is a mix. </p><p></p><p>What I don't understand is how not letting a bluff work is not trusting your players. I trust my players and there have many times they have blown me away with their plans that right on the spot I have changed the game to incorporate their idea.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 5606375, member: 9037"] One of the ways I now handle this in my game is I am the one who rolls behind a screen for the players bluff , sense motive, diplomacy, Intimidate and find traps. I also sometimes roll spot checks. Though they don't it unless they have spotted something. This way the players are not basing their decisions on how well or bad the dice rolled. My players like it because they say it helps them be more immersed in the game. My players tend to play smart most of them are Shadowrun players as well and they are to paranoid to do something like bluff the guards to get into the castle without checking things out first. I think there are different type of play going on here. You have a play style where the players just want to get on with it. The goal is to get into the castle so they just want to go up to the guard roll bluff and get on with the game. For that type of play it is best to use the RAW rules. For others they want more than that, they want to investigate and plan and they don't mind being stymied because that just gives them more clues and they get to plan something different. And sometimes it is a mix. What I don't understand is how not letting a bluff work is not trusting your players. I trust my players and there have many times they have blown me away with their plans that right on the spot I have changed the game to incorporate their idea. [/QUOTE]
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Are things like Intimidate/Bluff/Diplomacy too easy?
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