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Diplomacy and Bluff roll made in my game... your assistance if you please.
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<blockquote data-quote="monboesen" data-source="post: 1837488" data-attributes="member: 4647"><p>So JRR.. you actually do not allow shy, socially less adept people to suspend belief and play charming characters. Do you also penalize skinny weak people so that they can't play brawny fighters ? And by gods, who gets to play a Int 18 wizard in your group, have any certified geniouses at the table ?</p><p></p><p>Try checking the actual modifiers for Bluff checks. To actually convince people of really out of wack stuff you need extremely high rolls. And even then its not magic. The queens guard might not let you in, but rather send a servant to ask the queen if she know these people and would like to see them.</p><p></p><p>Just as the draconian likely would not let them go and do their own business, but he might be a worried that they are some sot of secret research party and not immediately strip them of weapons and shackle them. Perhaps the bluff will be just enough to make him talk a bit more to determine who they are. Time that can be used to build on the lie to make it more credible or just position themselves better for combat.</p><p></p><p>And I would give him a +10 modifier too.</p></blockquote><p></p>
[QUOTE="monboesen, post: 1837488, member: 4647"] So JRR.. you actually do not allow shy, socially less adept people to suspend belief and play charming characters. Do you also penalize skinny weak people so that they can't play brawny fighters ? And by gods, who gets to play a Int 18 wizard in your group, have any certified geniouses at the table ? Try checking the actual modifiers for Bluff checks. To actually convince people of really out of wack stuff you need extremely high rolls. And even then its not magic. The queens guard might not let you in, but rather send a servant to ask the queen if she know these people and would like to see them. Just as the draconian likely would not let them go and do their own business, but he might be a worried that they are some sot of secret research party and not immediately strip them of weapons and shackle them. Perhaps the bluff will be just enough to make him talk a bit more to determine who they are. Time that can be used to build on the lie to make it more credible or just position themselves better for combat. And I would give him a +10 modifier too. [/QUOTE]
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Diplomacy and Bluff roll made in my game... your assistance if you please.
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