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*TTRPGs General
Bluff vs. Sense Motive
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<blockquote data-quote="Derro" data-source="post: 4007950" data-attributes="member: 51010"><p>Khuxan makes a good point on bluffs performed in social as opposed to combat situations. With multiple targets you get multiple responses. Odds are someone is going to do okay.</p><p></p><p>If you are not a steadfast stickler for the rules one character could sense motive while his companions aid another to provide him with multiple +2 circ bonuses. I realize that is sort of bent but it is not totally preposterous.</p><p></p><p>If you are having problems with bluffing in combat I would suggest the following fix. Every bluff after the first suffers a -2 circ penalty if used against the same character. To me this just makes good sense. a) The defender is going to be a little bit more wary after the surprise shank in the ribs b) Those with high bluffs have more than one trick and will probably not start failing their rolls until a few sneaky moves have succeeded.</p><p></p><p>The bonus to sense motive table in the bluff description can be used with extreme prejudice. Interpret in the defender's favor. If the lie is even remotely implausible give them that +5 bonus. A hint of danger, ramp it up to +10.</p><p></p><p>Don't let spells and magic items get in your way. Glibness is broken in my opinion. Take a look at how Jump scales with caster level. I believe in 3.0 Jump provided a flat +30 bonus. Admittedly Glibness is a 3rd level spell but that doesn't mean it balances. A bard that just received Glibness can pretty much lie with impunity for 70 minutes. I don't think there are any other standard spells that provide that much of a skill bonus for that length of time at that caster level. Just because it is a non-combat spell does not mean it is incapable of unbalancing the game.</p></blockquote><p></p>
[QUOTE="Derro, post: 4007950, member: 51010"] Khuxan makes a good point on bluffs performed in social as opposed to combat situations. With multiple targets you get multiple responses. Odds are someone is going to do okay. If you are not a steadfast stickler for the rules one character could sense motive while his companions aid another to provide him with multiple +2 circ bonuses. I realize that is sort of bent but it is not totally preposterous. If you are having problems with bluffing in combat I would suggest the following fix. Every bluff after the first suffers a -2 circ penalty if used against the same character. To me this just makes good sense. a) The defender is going to be a little bit more wary after the surprise shank in the ribs b) Those with high bluffs have more than one trick and will probably not start failing their rolls until a few sneaky moves have succeeded. The bonus to sense motive table in the bluff description can be used with extreme prejudice. Interpret in the defender's favor. If the lie is even remotely implausible give them that +5 bonus. A hint of danger, ramp it up to +10. Don't let spells and magic items get in your way. Glibness is broken in my opinion. Take a look at how Jump scales with caster level. I believe in 3.0 Jump provided a flat +30 bonus. Admittedly Glibness is a 3rd level spell but that doesn't mean it balances. A bard that just received Glibness can pretty much lie with impunity for 70 minutes. I don't think there are any other standard spells that provide that much of a skill bonus for that length of time at that caster level. Just because it is a non-combat spell does not mean it is incapable of unbalancing the game. [/QUOTE]
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