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*TTRPGs General
Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="Krensky" data-source="post: 5608979" data-attributes="member: 30936"><p>You're the only one saying they don't.</p><p></p><p></p><p></p><p>Again, you assume I or anyone else in the discussion always rules against the players. Obviously you had a lot of traumatic experiences with bad GMs, but you shouldn't use that to assume all GMs are jerks if they don't let the Players run the game.</p><p></p><p></p><p></p><p>Again, no one else is saying the DM should always rule against players. Heck, I typically rule for the players.</p><p></p><p></p><p></p><p></p><p>No. It's how guards, especially military ones, act in my experience. I've don a lot of work in security facilities. Corporate, government, military, etc. While there is a lot of truth to the old chestnut about a clipboard and confidence, getting through checkpoints or past guards is harder.</p><p></p><p>Also, frankly, it's how almost everyone acts. When something weird comes up at work that's outside of the norm and you know if you decide wrong you're fired, do you just make a guess, or do you go ask your boss?</p><p></p><p></p><p></p><p>What's interesting is that you keep reading that when that's not what we're writing.</p><p></p><p></p><p></p><p>Yes.</p><p></p><p></p><p></p><p>Yes, they made their Bluff check. The guard believes their story. What happens then depends on the guard, the lie, and the circumstances.</p><p></p><p></p><p></p><p>Yes, I honstly don't know why you think I'm saying anything else. The problem, which I've repeatedly stated and you keep ignoring is that a Bluff check will likely not be enough for several of the examples.</p><p></p><p>Making the Bluff check means you have lied convincingly enough for the target to believe you. What happens then depends. What are the guards orders? What kind of day is he having? What exactly was the lie? Are the PCs impersonating someone the guard knows? Whether or not I have answers to these written down before hand depends on the context of the encounter. I may know this because I created the world. I may know it because the module tells me. I may not know it and pick something that's reasonable. I may not know it and make a roll on the Mythic Fate Chart.</p><p></p><p>To use one of the earlier examples about the spy, if the Talker PC makes his Bluff check, the guard believes that the PC is one of the Baron's spies. Now, this is a bit weird since he's never seen or spoken with one and it's strange for them to try and walk in the gate, so he's going to send a runner to the Baron's spymaster, because he may get in trouble for delaying the report, but he and his family will get killed if he's wrong.</p><p></p><p>Now, if the PCs want to stop that reaction and browbeat the guard into letting them in quietly because they're running late or the that the guard will get in trouble for making them wait, well, that's an Intimidate (Coerce) or a Impress (Persuade) check depending on what the do and say.</p><p></p><p>I've been completely consistent on this the whole time.</p></blockquote><p></p>
[QUOTE="Krensky, post: 5608979, member: 30936"] You're the only one saying they don't. Again, you assume I or anyone else in the discussion always rules against the players. Obviously you had a lot of traumatic experiences with bad GMs, but you shouldn't use that to assume all GMs are jerks if they don't let the Players run the game. Again, no one else is saying the DM should always rule against players. Heck, I typically rule for the players. No. It's how guards, especially military ones, act in my experience. I've don a lot of work in security facilities. Corporate, government, military, etc. While there is a lot of truth to the old chestnut about a clipboard and confidence, getting through checkpoints or past guards is harder. Also, frankly, it's how almost everyone acts. When something weird comes up at work that's outside of the norm and you know if you decide wrong you're fired, do you just make a guess, or do you go ask your boss? What's interesting is that you keep reading that when that's not what we're writing. Yes. Yes, they made their Bluff check. The guard believes their story. What happens then depends on the guard, the lie, and the circumstances. Yes, I honstly don't know why you think I'm saying anything else. The problem, which I've repeatedly stated and you keep ignoring is that a Bluff check will likely not be enough for several of the examples. Making the Bluff check means you have lied convincingly enough for the target to believe you. What happens then depends. What are the guards orders? What kind of day is he having? What exactly was the lie? Are the PCs impersonating someone the guard knows? Whether or not I have answers to these written down before hand depends on the context of the encounter. I may know this because I created the world. I may know it because the module tells me. I may not know it and pick something that's reasonable. I may not know it and make a roll on the Mythic Fate Chart. To use one of the earlier examples about the spy, if the Talker PC makes his Bluff check, the guard believes that the PC is one of the Baron's spies. Now, this is a bit weird since he's never seen or spoken with one and it's strange for them to try and walk in the gate, so he's going to send a runner to the Baron's spymaster, because he may get in trouble for delaying the report, but he and his family will get killed if he's wrong. Now, if the PCs want to stop that reaction and browbeat the guard into letting them in quietly because they're running late or the that the guard will get in trouble for making them wait, well, that's an Intimidate (Coerce) or a Impress (Persuade) check depending on what the do and say. I've been completely consistent on this the whole time. [/QUOTE]
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