Ok, this whole debate is getting really nasty, and I've barely been a part of it. I wan't to bring it back to the point I wanted to make.
This bit with the bluff skill is a very minor thing. Lets keep it in perspective. I cited it as an example of a much larger problem.
The D20 rules mechanics as currently written do NOT adequately cover all situations and all circumstances that you might come across in a game. That is why rule zero is still the ultimate rule. People can ALWAYS rationalize some way to make it work within the rules framework, but that often ends up with a distortion, like fitting a square peg into a round hole. These distortions can have a large effect multiplied out to a macro scale.
3X D&D has done a good thing by making the rules more comprehensive and more rationally interconnected, but there has been a negative result of this. It has tempted a certain loud and aggressie segment of the D20 fan base to push very hard to force EVERYTHING which can take place in a game into the rule framework. By bending everything to fit within this framework, you tend to distort everything, which is causing an accelerating phenomenon that is making the game more munchkinish and simplistic, to appease this demographic, while sapping much of the creativity out of it. It also increases this cultural trend within the game to view the DM as a competetor.
That is not what the DM is, I'm sorry. The DM is the great and powerful Oz, doing things behind the curtain. The players are the most important aspects of the plot, but if they know everything the DM is doing, there is no story. It's just a war game.
Lets think about the reactions I got here. Some people suggested adding a rogue level. That would actually increase the power of the Imp quite a bit more than I wanted. It doesn't need a sneak attack, for example. Others suggested adding intelligence. This would cause complaints, even if I put in a note explaining why I did it. I guarantee that someone in this thread would be offended by that. Others pointed out swapping points from one skill to build a bluff skill. That sounds like a good idea, it's the one I'll probably actually use, but some people won't even like that.
The point is, this requires quite a bit of second guessing. Maybe I should have known the rule about swapping skill points on monsters, but I didn't know it, and even that is't going to please a segment of the D20 audience who demand strict canonical adherence to the "letter of the rules" and do not approve of those parts of the rules which reccomend flexibility, like rule zero.
Now this is a very minor part of this document I'm working on here. This is over 100,000 word document, a campaign meant to take players from 1st through 6th level. It includes are 2 major underground dungeon crawls, 3 major wilderness encounters, and over 20 mini adventures like this one with the Imp. I'm not even sure right now how many monsters and NPC's are in there off hand yet, but there are a lot of them. 37 major NPC's in the town alone. Over 50 monsters in one of the dungeons.
I have to worry about writing a good adventure, balancing it out correctly, capitalizing and statting it the particular way the publisher likes it, obeying all the OGL rules, handling major rules issues like new spells and magic items, etc. etc. etc.. all on a deadline, for very little money (I've been paid anywhere from 2 cents to 15 cents a word for writing in the rpg industry, usually closer to 2-5 cents). I really can't spend all day worrying about every minor, petty little thing like 4 skill ranks for this Imp.
Try to think about this honestly. This is just one very minor example, but there might be thousands of small issues where there isn't an easy way to express or portray something within the letter of the rules.
So when I hit one of these, I have to make a jugement call. I can try to figure out the best way to do it within the strict interpretations of the rules, but that is risky. I can float the dilemma out to a discussion forum like this and get 5 or 6 different answers and a sense of how angry this particular rules issue makes people, (effective, but time consuming) or I can simply modify the encounter a little so that it doesn't rely on whatever very minor rules bending seemed required. This is the safest option. Take out the complexity and smooth it over to satisfy the nerfers.
THIS means that my module is going to be basically dumbed down a little. It will be acceptable to that section of the audience who LOVE rules lawyering over all else, but it's frankly not going to be as nuanced or interesting as something I would write for another role playing game. You wonder why d20 versions of such cool genres as Conan, Melnibone, D20 Cthulhu etc. seemed a little disapointing....
This is what I mean by the tendancy of the rules as written and currently interpreted by a loud but significant minority within the D20 audience to influence the culture of the game. I might also point out the hostility toward writers which seems to be prevalent. I remember when people were so eager to see new material for RPG's, now with the glutted D20 market, many people seem to have contempt for the writers who try to make the game more fun.
All of this tends to push me out of the market, and toward other RPG's where I don't have to deal with the hassle. Many of you will no doubt think that means the system is working exactly as it should be!
I just wanted to point it out.
DB