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Issues with Social Skills: Bluff, Diplomacy, Intimidate
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<blockquote data-quote="LostSoul" data-source="post: 5084122" data-attributes="member: 386"><p>It's simple - the skill roll resolves the action the character takes, not some vague rules-generated result like "Attitude".</p><p></p><p>It's something like this:</p><p></p><p>DM (as guards): "What's going on here?"</p><p>PC: "We were attacked by these guys and had to kill one of them." (the truth)</p><p>DM: "Hmm. You're going to have to come with us. Drop your weapons."</p><p></p><p>and the PC responds...</p><p></p><p>PC: "We can't do that, we're being hunted by assassins."</p><p>PC: "Who are you to tell us what to do? The Law of Boom-Boom City says any free-willed man may wield a weapon at all times." (the truth, more or less)</p><p>PC: "Sure."</p><p>PC: "Isn't there some other way we can work this out?"</p><p>PC: "Go screw a gnome."</p><p>PC: <runs></p><p>PC: "I carry the Fang of Arek-Hurr. Any man who holds it is doomed to die within a year. This is my curse to bear - don't let it be yours." (the truth)</p><p>PC: "We'd rather not. Get your superior - you don't need to deal with this <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> today. Make us his problem."</p><p>PC: "No you don't. I'm friends with the Duke. He can vouch for us."</p><p>PC: "You'll have to pry it out of my cold, dead hands."</p><p>PC: "It's funny, that's what he-" pointing at the corpse - "asked us."</p><p>PC: <stares at the guard, eyes glowing with Infernal fire></p><p></p><p>My point is that "what happens next", or what the die roll is going to resolve, is based on that specific action. What happens next is going to be different for each different action (well, actions, since the guards are doing something as well).</p><p></p><p>PCs who want to get all smart and tactical about it can just say something smart. </p><p></p><p></p><p></p><p>I thought they were there to work for the guys who pay them, while trying to eke out as much in bribes for themselves as possible. (I don't like the idea of city guards as modern western police, not unless your city and/or guards are run by LG-types. That would be interesting - an order of LG Paladins acting as guards in a corrupt and decadent city.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5084122, member: 386"] It's simple - the skill roll resolves the action the character takes, not some vague rules-generated result like "Attitude". It's something like this: DM (as guards): "What's going on here?" PC: "We were attacked by these guys and had to kill one of them." (the truth) DM: "Hmm. You're going to have to come with us. Drop your weapons." and the PC responds... PC: "We can't do that, we're being hunted by assassins." PC: "Who are you to tell us what to do? The Law of Boom-Boom City says any free-willed man may wield a weapon at all times." (the truth, more or less) PC: "Sure." PC: "Isn't there some other way we can work this out?" PC: "Go screw a gnome." PC: <runs> PC: "I carry the Fang of Arek-Hurr. Any man who holds it is doomed to die within a year. This is my curse to bear - don't let it be yours." (the truth) PC: "We'd rather not. Get your superior - you don't need to deal with this :):):):) today. Make us his problem." PC: "No you don't. I'm friends with the Duke. He can vouch for us." PC: "You'll have to pry it out of my cold, dead hands." PC: "It's funny, that's what he-" pointing at the corpse - "asked us." PC: <stares at the guard, eyes glowing with Infernal fire> My point is that "what happens next", or what the die roll is going to resolve, is based on that specific action. What happens next is going to be different for each different action (well, actions, since the guards are doing something as well). PCs who want to get all smart and tactical about it can just say something smart. I thought they were there to work for the guys who pay them, while trying to eke out as much in bribes for themselves as possible. (I don't like the idea of city guards as modern western police, not unless your city and/or guards are run by LG-types. That would be interesting - an order of LG Paladins acting as guards in a corrupt and decadent city.) [/QUOTE]
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