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Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="Krensky" data-source="post: 5613422" data-attributes="member: 30936"><p>To me it's obvious they wanted the former. Why? Because they chose a skill that does that. If they wanted to influence the guard's actions, they should have chosen a skill that, I don't know, influences the guard's actions. Like... wow... Impress or Influence! Hey, I'd even give them synergy for their Bluff skill and let other party members use Bluff or any other relevant skill to help the Talker (yes, Talker's a role in my game) out.</p><p></p><p> </p><p></p><p>In that way lies Forge inspired madness. The rules say Bluff is for lying. They also say Intimidate and Impress are for influencing others actions and opinions of you. I tend to play by the rules unless they are completely egregious. The Lie check with the Bluff skill letting you lie convincingly and the Coerce and Persuade checks under Intimidate and Impress letting you influence the actions of others. The question isn't why I play this way, but why you and Hussar keep implying I'm wrong and for doing so and (in Hussar's case) an abusive jerk to boot.</p><p></p><p></p><p></p><p>I refuse to use those terms with students of Forge theory because they assume I'm using Edwards pretentious, counter-intuitive redefinitions of the words, rather then the ones that were in use for a decade before he began his pseudo-intellectual wankery.</p><p></p><p>I can give you another one. Outside of certainly carefully delimited circumstances I don't get to control their actions. My NPC's Bluff result beating the PC's Sense Motive is not one of them. (See the magic bean example). I will tell them they believe the NPC. That he's a likeable or scary fellow. That a little voice says that they may want to listen to the reasonable request or maybe do what the Wookie says to avoid angering the walking rug. I don't tell them they give the con artist their money or run away in fear or whatever without a specific rule dictating so.</p><p></p><p>I apply the same rules in the other direction. The players don't get to dictate my characters actions outside of those same circumstances (although, admittedly, they don't have access to a few of them without home brewed character options).</p><p></p><p></p><p></p><p>Only if magic is a necessary requirement of high level play in your game. It's not in mine. No magic item provides more power to the characters then their origin and class abilities or their feats and skills.</p><p></p><p></p><p></p><p>I pushed nothing. If they ask for a Hint, say "What's the easiest way to get into the castle?". I'd likely tell them that it seems like the guards only pay cursory attention to the supply deliveries. What they do then is their choice.</p></blockquote><p></p>
[QUOTE="Krensky, post: 5613422, member: 30936"] To me it's obvious they wanted the former. Why? Because they chose a skill that does that. If they wanted to influence the guard's actions, they should have chosen a skill that, I don't know, influences the guard's actions. Like... wow... Impress or Influence! Hey, I'd even give them synergy for their Bluff skill and let other party members use Bluff or any other relevant skill to help the Talker (yes, Talker's a role in my game) out. In that way lies Forge inspired madness. The rules say Bluff is for lying. They also say Intimidate and Impress are for influencing others actions and opinions of you. I tend to play by the rules unless they are completely egregious. The Lie check with the Bluff skill letting you lie convincingly and the Coerce and Persuade checks under Intimidate and Impress letting you influence the actions of others. The question isn't why I play this way, but why you and Hussar keep implying I'm wrong and for doing so and (in Hussar's case) an abusive jerk to boot. I refuse to use those terms with students of Forge theory because they assume I'm using Edwards pretentious, counter-intuitive redefinitions of the words, rather then the ones that were in use for a decade before he began his pseudo-intellectual wankery. I can give you another one. Outside of certainly carefully delimited circumstances I don't get to control their actions. My NPC's Bluff result beating the PC's Sense Motive is not one of them. (See the magic bean example). I will tell them they believe the NPC. That he's a likeable or scary fellow. That a little voice says that they may want to listen to the reasonable request or maybe do what the Wookie says to avoid angering the walking rug. I don't tell them they give the con artist their money or run away in fear or whatever without a specific rule dictating so. I apply the same rules in the other direction. The players don't get to dictate my characters actions outside of those same circumstances (although, admittedly, they don't have access to a few of them without home brewed character options). Only if magic is a necessary requirement of high level play in your game. It's not in mine. No magic item provides more power to the characters then their origin and class abilities or their feats and skills. I pushed nothing. If they ask for a Hint, say "What's the easiest way to get into the castle?". I'd likely tell them that it seems like the guards only pay cursory attention to the supply deliveries. What they do then is their choice. [/QUOTE]
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Are things like Intimidate/Bluff/Diplomacy too easy?
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