Sebastian Francis
First Post
I'd like some help on how best to handle Sense Motive. It keeps coming up with my players, to the point that EVERY FRIGGING TIME they talk to an NPC they say, "I'm going to sense motive." [Roll]
Not only does this completely destroy any hope of ROLE-PLAYING (I fondly remember the days of AD&D 2e when we actually *talked* to NPCs and tried to sense their motives through *conversation* and *role-playing*), but it also reduces Sense Motive to a form of mind-reading, which of course it is not.
The problem with Sense Motive as a skill is that if the "impression" the characters get after a high roll is too detailed, then it is, in my opinion, unrealistic. We're saying that Sense Motive is essentially ESP. But if the impression the characters get after a high roll is too vague ("You think the NPC might be lying but you aren't sure) then it's useless, so what's the point of the skill?
I friggin' hate this skill. I want to ban it. But I try to avoid house rules and DM fiats.
For the record, I play 3.0.
HELP!
Not only does this completely destroy any hope of ROLE-PLAYING (I fondly remember the days of AD&D 2e when we actually *talked* to NPCs and tried to sense their motives through *conversation* and *role-playing*), but it also reduces Sense Motive to a form of mind-reading, which of course it is not.
The problem with Sense Motive as a skill is that if the "impression" the characters get after a high roll is too detailed, then it is, in my opinion, unrealistic. We're saying that Sense Motive is essentially ESP. But if the impression the characters get after a high roll is too vague ("You think the NPC might be lying but you aren't sure) then it's useless, so what's the point of the skill?
I friggin' hate this skill. I want to ban it. But I try to avoid house rules and DM fiats.
For the record, I play 3.0.
HELP!