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General Tabletop Discussion
*TTRPGs General
Issues with Social Skills: Bluff, Diplomacy, Intimidate
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<blockquote data-quote="Traveon Wyvernspur" data-source="post: 5084001" data-attributes="member: 73201"><p>I'm a big fan of role playing it out before doing the skill checks with the dice. In the case of the guards finding a party standing over a dead body of a murderer a few things would have to come into play here:</p><p></p><p>1) Guards are like police - they would question EVERYBODY not just the one with the highest CHA or Diplomacy/Bluff/Intimidate skill(s). They are there to keep the peace and to investigate.</p><p>2) I would allow the players to RP it out a bit and give them +'s or -'s based on their answers to the guards then add them to the d20 and decide on what the guards think of their stories.</p><p>3) What is the party's current standing in the town? Are they hated or loved? That would influence the guards' reactions as well.</p><p>4) Take it a step further -Lets say they fail to impress or influence the guards with their account in the group setting, I would even go as far as taking each player aside as me (the DM/Guard) questions them individually to see if their stories collaborate. This could be another chance to get some cool role playing going as well.</p><p></p><p>Ultimately this is the DM's world and it's his/her job to do with it as they like and how they want to play the skill challenges, meta-gaming, and role playing of their players. There are so many different things they can do and that's part of the reason D&D is so fun.</p></blockquote><p></p>
[QUOTE="Traveon Wyvernspur, post: 5084001, member: 73201"] I'm a big fan of role playing it out before doing the skill checks with the dice. In the case of the guards finding a party standing over a dead body of a murderer a few things would have to come into play here: 1) Guards are like police - they would question EVERYBODY not just the one with the highest CHA or Diplomacy/Bluff/Intimidate skill(s). They are there to keep the peace and to investigate. 2) I would allow the players to RP it out a bit and give them +'s or -'s based on their answers to the guards then add them to the d20 and decide on what the guards think of their stories. 3) What is the party's current standing in the town? Are they hated or loved? That would influence the guards' reactions as well. 4) Take it a step further -Lets say they fail to impress or influence the guards with their account in the group setting, I would even go as far as taking each player aside as me (the DM/Guard) questions them individually to see if their stories collaborate. This could be another chance to get some cool role playing going as well. Ultimately this is the DM's world and it's his/her job to do with it as they like and how they want to play the skill challenges, meta-gaming, and role playing of their players. There are so many different things they can do and that's part of the reason D&D is so fun. [/QUOTE]
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Issues with Social Skills: Bluff, Diplomacy, Intimidate
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