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Bluff and Sense Motive in Roleplaying Encounters
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<blockquote data-quote="Humanophile" data-source="post: 383343" data-attributes="member: 1049"><p>Sometimes Sense Motive, and more over Bluff, are good for when there's some wiggle room in how believable a story is. Some players might want to play good liars (or characters who can see right through people) when they don't have said talent, and there are plenty of little details that the DM probably can't get along well unless he's a trained actor.</p><p></p><p>That being said, asking for a Sense Motive check every time someone lies to the characters guarentees metagame abuse. I'd allow a quick roll behind the screen if the players are dealing with not quite the real thing (E.G: a charmed friend or masquerading doppleganger) and let the player who pulls off the check know that something's not quite kosher. On the other hand, I'd only a character to roll Sense Motive to tell if the story he's hearing is the truth if he specifically asked for one, and I'd include the chance that he'd make a mistake if he failed, quite possibly even mistaking an honest merchant for a crook. (Just to prevent characters with low Sense Motive scores from checking everyone they meet. One nervous, suspicious seeming guard asking the characters to do something who is actually a nervous, ratty looking guard following orders could be an interesting encounter if he's called a fake.)</p></blockquote><p></p>
[QUOTE="Humanophile, post: 383343, member: 1049"] Sometimes Sense Motive, and more over Bluff, are good for when there's some wiggle room in how believable a story is. Some players might want to play good liars (or characters who can see right through people) when they don't have said talent, and there are plenty of little details that the DM probably can't get along well unless he's a trained actor. That being said, asking for a Sense Motive check every time someone lies to the characters guarentees metagame abuse. I'd allow a quick roll behind the screen if the players are dealing with not quite the real thing (E.G: a charmed friend or masquerading doppleganger) and let the player who pulls off the check know that something's not quite kosher. On the other hand, I'd only a character to roll Sense Motive to tell if the story he's hearing is the truth if he specifically asked for one, and I'd include the chance that he'd make a mistake if he failed, quite possibly even mistaking an honest merchant for a crook. (Just to prevent characters with low Sense Motive scores from checking everyone they meet. One nervous, suspicious seeming guard asking the characters to do something who is actually a nervous, ratty looking guard following orders could be an interesting encounter if he's called a fake.) [/QUOTE]
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