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*TTRPGs General
Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="Hussar" data-source="post: 5612204" data-attributes="member: 22779"><p>First off, I think I should just become GSHamster's sock puppet from now on because he's explaining my points much better than I am.</p><p></p><p></p><p></p><p>But, that intention is entirely your own interpretation. As you said, the ONLY thing the bluff skill does is cause someone to believe you. Ok, fair enough. The DM then proceeds to have the NPC act on that belief in a manner that the DM feels is consistent.</p><p></p><p>Ok, I'm still on board.</p><p></p><p>The DM has a fair number of possible actions he could choose to take, all of which are consistent (or at least reasonably consistent).</p><p></p><p>Again, I'm still on board.</p><p></p><p>The DM chooses the course of actions that is the most disadvantageous to the PC's, not because it's obviously the only sane course of action, but because ... well, I honestly don't understand why. It's not like it's the only plausible course of action. </p><p></p><p> And, this is where I get bogged down.</p><p></p><p>Because I see it time and time again. The DM chooses the most disadvantageous result every single time in the assumption that it's more interesting to constantly throw roadblocks in front of the PC's.</p><p></p><p>THAT'S what I don't like. Granted, doing it from time to time is perfectly fine. All things in moderation. But, don't pretend that this is something that it's not. You're choosing this interpretation specifically to throw more challenges at the party, not because it's somehow more believable. Because, as this thread has shown, there are any number of other courses you could take that are equally as believable.</p><p></p><p>This is the thing that I really dislike. As GSHamster so rightly points out, if the players succeed at a challenge, then they should be in a better position than they started from. </p><p></p><p>And, looking at the phylactery example above, that's what I mean by pixel bitching. "You successfully KN Arcana'd the pretty rock. Yup, it could function as a phylactery" and then jumping out with the "AHA GOTCHA!" later on because they didn't go down the list of skills, trying each and every one to make sure that they got all the information.</p><p></p><p>I mean, after all the points you've raised JC about following the rules, you pretty much abandoned the rules for Forgery. They don't allow you to detect forged objects. Forgery only allows you to produce documents, not objects and detect forged documents, again, not objects.</p><p></p><p>Since we're being absolutist with RAW and all that.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5612204, member: 22779"] First off, I think I should just become GSHamster's sock puppet from now on because he's explaining my points much better than I am. But, that intention is entirely your own interpretation. As you said, the ONLY thing the bluff skill does is cause someone to believe you. Ok, fair enough. The DM then proceeds to have the NPC act on that belief in a manner that the DM feels is consistent. Ok, I'm still on board. The DM has a fair number of possible actions he could choose to take, all of which are consistent (or at least reasonably consistent). Again, I'm still on board. The DM chooses the course of actions that is the most disadvantageous to the PC's, not because it's obviously the only sane course of action, but because ... well, I honestly don't understand why. It's not like it's the only plausible course of action. And, this is where I get bogged down. Because I see it time and time again. The DM chooses the most disadvantageous result every single time in the assumption that it's more interesting to constantly throw roadblocks in front of the PC's. THAT'S what I don't like. Granted, doing it from time to time is perfectly fine. All things in moderation. But, don't pretend that this is something that it's not. You're choosing this interpretation specifically to throw more challenges at the party, not because it's somehow more believable. Because, as this thread has shown, there are any number of other courses you could take that are equally as believable. This is the thing that I really dislike. As GSHamster so rightly points out, if the players succeed at a challenge, then they should be in a better position than they started from. And, looking at the phylactery example above, that's what I mean by pixel bitching. "You successfully KN Arcana'd the pretty rock. Yup, it could function as a phylactery" and then jumping out with the "AHA GOTCHA!" later on because they didn't go down the list of skills, trying each and every one to make sure that they got all the information. I mean, after all the points you've raised JC about following the rules, you pretty much abandoned the rules for Forgery. They don't allow you to detect forged objects. Forgery only allows you to produce documents, not objects and detect forged documents, again, not objects. Since we're being absolutist with RAW and all that. [/QUOTE]
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Are things like Intimidate/Bluff/Diplomacy too easy?
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