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Bluff and Sense Motive in Roleplaying Encounters
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<blockquote data-quote="Dr Lucky" data-source="post: 383319" data-attributes="member: 6853"><p>I'm sure this has been done before, but I wanted to ask how you guys choose to use Bluff and Sense Motive checks during various roleplaying encounters.</p><p></p><p>Myself, I find I only use it during small encounters, much like traps. You can possibly use a Bluff check to get past the guards at the gate of the castle, in the same way you could use a Disable Device check to get past a collapsing ceiling trap. If you pass, your day is a little bit easier, if you fail, it's probably not the end of the world. Perhaps take a little bit of damage and move on.</p><p></p><p>In major roleplaying encounters, I usually like to leave it up to roleplaying. If the PCs lie to a major NPC about how many gems they found in the dungeon, or deny every finding a legendary magical sword, as long as it is relatively easy to believe, there are no Bluff checks involved. Of course, if they were to tell him something obviously false, he will probably recognize it as such, no matter how low his Sense Motive check is.</p><p></p><p>PC's Sense Motive usually works a little different for me. If the characters really disbelieve something an NPC tells them, they usually want to roll the check. My telling them to just go with their instincts usually isn't good enough for them, they seem to want to roll a die.</p><p></p><p>This whole train off thought came from a game I was playing in. One party member lost his magical sword to a charlatan illusionist, who claimed he would enhance it. This guy came to us out of nowhere and offered his services to enhance our weapons. We didn't know him from Adam. One character hands over his +2 sword with the thought that it would soon be a +3 flaming sword, but the illusionist skipped town. He cried and moaned forever, because he didn't get a Sense Motive check. The DM argued that this guy was an idiot for giving up his sword to someone he didn't know, and that common sense and roleplaying should come before skill checks. At the very least, if his player disbelieved the story, he should have asked for a check. Of course, he wanted to believe the illusionist, so he never assumed it was a lie.</p><p></p><p>Wow. This post got really long. Sorry. What do you guys think?</p></blockquote><p></p>
[QUOTE="Dr Lucky, post: 383319, member: 6853"] I'm sure this has been done before, but I wanted to ask how you guys choose to use Bluff and Sense Motive checks during various roleplaying encounters. Myself, I find I only use it during small encounters, much like traps. You can possibly use a Bluff check to get past the guards at the gate of the castle, in the same way you could use a Disable Device check to get past a collapsing ceiling trap. If you pass, your day is a little bit easier, if you fail, it's probably not the end of the world. Perhaps take a little bit of damage and move on. In major roleplaying encounters, I usually like to leave it up to roleplaying. If the PCs lie to a major NPC about how many gems they found in the dungeon, or deny every finding a legendary magical sword, as long as it is relatively easy to believe, there are no Bluff checks involved. Of course, if they were to tell him something obviously false, he will probably recognize it as such, no matter how low his Sense Motive check is. PC's Sense Motive usually works a little different for me. If the characters really disbelieve something an NPC tells them, they usually want to roll the check. My telling them to just go with their instincts usually isn't good enough for them, they seem to want to roll a die. This whole train off thought came from a game I was playing in. One party member lost his magical sword to a charlatan illusionist, who claimed he would enhance it. This guy came to us out of nowhere and offered his services to enhance our weapons. We didn't know him from Adam. One character hands over his +2 sword with the thought that it would soon be a +3 flaming sword, but the illusionist skipped town. He cried and moaned forever, because he didn't get a Sense Motive check. The DM argued that this guy was an idiot for giving up his sword to someone he didn't know, and that common sense and roleplaying should come before skill checks. At the very least, if his player disbelieved the story, he should have asked for a check. Of course, he wanted to believe the illusionist, so he never assumed it was a lie. Wow. This post got really long. Sorry. What do you guys think? [/QUOTE]
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