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*Pathfinder & Starfinder
Excerpt: skill challenges
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<blockquote data-quote="Pbartender" data-source="post: 4206851" data-attributes="member: 7533"><p>Or consider the stereotypical interrogation of an evil villain's cringing, toadying flunky...</p><p></p><p>This guy knows that the Good Guys aren't his friends and that they never will be. He knows that he'll be in a lot of trouble if the Bad Guys hear that he ratted them out. Therefore, any Diplomacy check to get information out of him is an automatic failure. </p><p></p><p>He is, however, quite used to being bullied about by his superiors in the Evil Organization, and the very least he needs a good excuse so that it doesn't look like he willingly gaave up the goods. Therefore, the first Intimidate check on him always counts as a success, and unlocks Bluff.</p><p></p><p>Once the Cringer has his excuse, "I didn't mean to... They tortured me, boss! They were gonna KILL me!", the PCs can start picking him for information more effectively. A successful Bluff check can now unlock Diplomacy so that it is no longer an automatic failure. The PCs are now playing "Good Cop, Bad Cop"... Unless the PCs decide that Intimidate or Bluff is working just fine, and simply continue along those lines.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>You could have other conditional successes and failures, such as...</p><p></p><p>Bluff works only during continued success. Once you fail a Bluff check, the Duke becomes suspicious, and all other Bluff checks automatically fail until you succeed at a Diplomacy check.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 4206851, member: 7533"] Or consider the stereotypical interrogation of an evil villain's cringing, toadying flunky... This guy knows that the Good Guys aren't his friends and that they never will be. He knows that he'll be in a lot of trouble if the Bad Guys hear that he ratted them out. Therefore, any Diplomacy check to get information out of him is an automatic failure. He is, however, quite used to being bullied about by his superiors in the Evil Organization, and the very least he needs a good excuse so that it doesn't look like he willingly gaave up the goods. Therefore, the first Intimidate check on him always counts as a success, and unlocks Bluff. Once the Cringer has his excuse, "I didn't mean to... They tortured me, boss! They were gonna KILL me!", the PCs can start picking him for information more effectively. A successful Bluff check can now unlock Diplomacy so that it is no longer an automatic failure. The PCs are now playing "Good Cop, Bad Cop"... Unless the PCs decide that Intimidate or Bluff is working just fine, and simply continue along those lines. :D You could have other conditional successes and failures, such as... Bluff works only during continued success. Once you fail a Bluff check, the Duke becomes suspicious, and all other Bluff checks automatically fail until you succeed at a Diplomacy check. [/QUOTE]
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Excerpt: skill challenges
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