Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Are things like Intimidate/Bluff/Diplomacy too easy?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Krensky" data-source="post: 5612275" data-attributes="member: 30936"><p>No. It doesn't push them further to victory. It pushes them further towards killing their opponent with is not a necessary requirment of victory. If fact it can often be a detriment to achieving said victory. What if their opponent knows where the McGuffin is? What is he's the Dark Lord's kid brother, the whole reason the Dark Lord hasn't just said F-it and destroyed creation? What if killing this person lands them in jail and after a trial on the block for murder? Etc.</p><p></p><p>The whole argument Hussar, and to some degree, you are making is that succeeding at a test inexorably leads the players closer to victory.</p><p></p><p>I say that's poppycock.</p><p></p><p>Succeeding at a test means you succeeded at whatever that test was determining. You Bluff the guard, he believes the lie. You Investigate or Appraise the phylactery, you learn it's a fake. You Attack the NPC with your sword, it takes damage.</p><p></p><p>Achieving goals (ie, victory) often requires succeeding in the correct tests, sometimes even in the correct order in the correct timing. This isn't pixel bitching. There's no magic dot to click on. It's a bit of common sense, knowing when to ask for GM hints, and the GM not being a douche and actually planing instead of getting liquored up and going down to the local dungeon to stomp some lowly NPCs.</p><p></p><p></p><p></p><p>Which makes it much more powerful.</p><p></p><p></p><p></p><p>No, I didn't. Go reread that quote.</p><p></p><p>The factual question, did they lie convincingly, was settled by the Bluff versus Sense Motive opposed check and the associated modifiers.</p><p></p><p>What I was using the Fate Chart for was to decide the guard's response if I was drawing a blank. Normally this wouldn't occur, but it might if the players did something really odd. Why use the chart instead of just letting them in? Because it give me options and guidance when the well runs dry. It helps generate beats and threads while answering my question.</p><p></p><p>By taking ranks in Bluff, the player says he want's his character to be able to lie successfully. The more things he piles onto that, the more often he wants it to happen and the more often it should happen. Bluff doesn't let you control the thoughts and actions of the target though. It let's you lie convincingly. Impress and Intimidate don't let you control the actions of other, just adjust their Disposition, making them more likely to do what they ask. Heck, in my game the only thing Charm Person does is raise the target's Disposition towards you. (Which is all it should do in 3e, if the developers hadn't been afraid of changing the text. The spell says it makes someone like you, not makes them your loyal henchslave.)</p><p></p><p></p><p></p><p>Other then you bringing up Forge wankery, I agree.</p><p></p><p></p><p></p><p>Both. The players define how they wish to overcome challenges by how the build and play their characters. The players influence the challenges they encounter by choosing what hooks they bite, which ones they ignore, which the run from, and what Sub-Plots they engage in. The GM influences the challenges encountered by what hooks he presents and how he responds to the player's choices and actions. He also influences it by setting up and maintaining the world.</p><p></p><p>Final responsibility is the GMs though. If he misreads the players and ignores the signs (which should include them outright telling him they want less talky-talky and more smashy-smashy, or whatever), then it's his fault that people aren't having fun at the table.</p><p></p><p>Sometimes the solution to that is more smashy-smashy. Sometimes its "I'm sorry Bob, but we all agreed to play a game of political maneuvering and conspiracy. I told you guys there would be very little combat. Do you want to make a new character who isn't so focused on something that the game isn't focused on?" Sometimes it's a middle-ground.</p><p></p><p>It's still the GMs job to determine the challenges, arbiter the results, make sure everyone is having fun, and move the game along.</p><p></p><p>Why?</p><p></p><p>Because that's what the GM does.</p></blockquote><p></p>
[QUOTE="Krensky, post: 5612275, member: 30936"] No. It doesn't push them further to victory. It pushes them further towards killing their opponent with is not a necessary requirment of victory. If fact it can often be a detriment to achieving said victory. What if their opponent knows where the McGuffin is? What is he's the Dark Lord's kid brother, the whole reason the Dark Lord hasn't just said F-it and destroyed creation? What if killing this person lands them in jail and after a trial on the block for murder? Etc. The whole argument Hussar, and to some degree, you are making is that succeeding at a test inexorably leads the players closer to victory. I say that's poppycock. Succeeding at a test means you succeeded at whatever that test was determining. You Bluff the guard, he believes the lie. You Investigate or Appraise the phylactery, you learn it's a fake. You Attack the NPC with your sword, it takes damage. Achieving goals (ie, victory) often requires succeeding in the correct tests, sometimes even in the correct order in the correct timing. This isn't pixel bitching. There's no magic dot to click on. It's a bit of common sense, knowing when to ask for GM hints, and the GM not being a douche and actually planing instead of getting liquored up and going down to the local dungeon to stomp some lowly NPCs. Which makes it much more powerful. No, I didn't. Go reread that quote. The factual question, did they lie convincingly, was settled by the Bluff versus Sense Motive opposed check and the associated modifiers. What I was using the Fate Chart for was to decide the guard's response if I was drawing a blank. Normally this wouldn't occur, but it might if the players did something really odd. Why use the chart instead of just letting them in? Because it give me options and guidance when the well runs dry. It helps generate beats and threads while answering my question. By taking ranks in Bluff, the player says he want's his character to be able to lie successfully. The more things he piles onto that, the more often he wants it to happen and the more often it should happen. Bluff doesn't let you control the thoughts and actions of the target though. It let's you lie convincingly. Impress and Intimidate don't let you control the actions of other, just adjust their Disposition, making them more likely to do what they ask. Heck, in my game the only thing Charm Person does is raise the target's Disposition towards you. (Which is all it should do in 3e, if the developers hadn't been afraid of changing the text. The spell says it makes someone like you, not makes them your loyal henchslave.) Other then you bringing up Forge wankery, I agree. Both. The players define how they wish to overcome challenges by how the build and play their characters. The players influence the challenges they encounter by choosing what hooks they bite, which ones they ignore, which the run from, and what Sub-Plots they engage in. The GM influences the challenges encountered by what hooks he presents and how he responds to the player's choices and actions. He also influences it by setting up and maintaining the world. Final responsibility is the GMs though. If he misreads the players and ignores the signs (which should include them outright telling him they want less talky-talky and more smashy-smashy, or whatever), then it's his fault that people aren't having fun at the table. Sometimes the solution to that is more smashy-smashy. Sometimes its "I'm sorry Bob, but we all agreed to play a game of political maneuvering and conspiracy. I told you guys there would be very little combat. Do you want to make a new character who isn't so focused on something that the game isn't focused on?" Sometimes it's a middle-ground. It's still the GMs job to determine the challenges, arbiter the results, make sure everyone is having fun, and move the game along. Why? Because that's what the GM does. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Are things like Intimidate/Bluff/Diplomacy too easy?
Top