brehobit
Explorer
wingsandsword said:Yes, there were no rules for it, so you couldn't really play a character that was more convincing, charming, or sly than the player.
If the player can't tell a believable lie to save his life, should his character be unable to lie too?
The Bluff/Diplomacy/Intimidate/Sense Motive skills are there to let a character be better socially than the people who play them, just like Base Attack Bonus and Hit Points let them be better at fighting than the people who play them.
A DM who turns an entire interaction into "You walk up to the guard, roll bluff while I roll an opposed sense motive" isn't likely to magically suddenly become a big roleplayer and turn it into a big scene just beause he's playing 1st edition without any rules for it.
So here is where I hit a problem. As a DM, do I take into account how good the _player_ bluffs? If he's got a good story about why he needs to see the king, shouldn't that help? Or what if the story is 100% true (so no bluff) but his spin on the issue is really really good.
I want the characters to role-play their social interactions. But at least one (who admittedly isn't very good at these things) gets upset because he just wants a roll. He figures his PC, with bluff ranks, should be roll-played and not role-played. Does that discurage role-playing? Of course it does.
My answer is to provide a DC based upon the player's dialog. In eariler editions this was the only real choice (I'd take into account the PCs CHR). Now people think it isn't fair...
Mark