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<blockquote data-quote="Aitch Eye" data-source="post: 531514" data-attributes="member: 385"><p>Each of the skills does have a "When to use..." section. The Diplomacy skill doesn't really require that you say you're using it, since the character would be using any time they talked to someone, it's just that for game purposes it's only checked when the outcome is in doubt. Bluff is used specifically for when your character is lying, and it says you should describe just what the lie is.</p><p></p><p>A summary of the alternate rules:</p><p></p><p>Bluff: A non-standard synergy bonus for bluff/intimidate, and a method of intimidating by using bluff.</p><p></p><p>Diplomacy: Negotiating with summoned extraplanar beings, haggling.</p><p></p><p>Intimidation: Reprints the variant rules from <em>Masters of the Wild</em>.</p><p></p><p>Sense Motive: Table of optional results for checks, ways for the DM to use it to impart information about NPCs (such as political affiliation, class, level), and a table for using it on a population (their mood only).</p></blockquote><p></p>
[QUOTE="Aitch Eye, post: 531514, member: 385"] Each of the skills does have a "When to use..." section. The Diplomacy skill doesn't really require that you say you're using it, since the character would be using any time they talked to someone, it's just that for game purposes it's only checked when the outcome is in doubt. Bluff is used specifically for when your character is lying, and it says you should describe just what the lie is. A summary of the alternate rules: Bluff: A non-standard synergy bonus for bluff/intimidate, and a method of intimidating by using bluff. Diplomacy: Negotiating with summoned extraplanar beings, haggling. Intimidation: Reprints the variant rules from [i]Masters of the Wild[/i]. Sense Motive: Table of optional results for checks, ways for the DM to use it to impart information about NPCs (such as political affiliation, class, level), and a table for using it on a population (their mood only). [/QUOTE]
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