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<blockquote data-quote="swrushing" data-source="post: 2683329" data-attributes="member: 14140"><p></p></blockquote><p></p><p></p><p>it depends on what those things are and how much fun they are to roleplay. </p><p></p><p>How good would a typical bond film be if bond were as likely to get shot and killed as the myriad mooks he is shotting with his pistol who are firing submachineguns back at him.</p><p></p><p>Ok, its a short film then, as he likely doesn;t survive the opening splash action scene.</p><p></p><p>Want your 8 bucks back?</p><p></p><p>not at all. </p><p></p><p>I might get upset if the Gm sets up a killer "lets humble the players" scene under the guise/excuse of "but the monsters are intelligent"</p><p></p><p>or put another way, As GM would you be upset if before you throw a 10th level guy at our 10th level party you had to play that 10th level guy thru his levels of advancement instead of just statting up this week's challenge?</p><p></p><p>really, PCs and NPCs are different things with vastly different purposes in the game. The goose and gander argument is really more like apples and warp driven starships.</p><p></p><p></p><p>Social skills used against PCs are IMo best handled as PERCEPTION skills, they adjust what the characters see and hear and percieve and thus what info the party gets.</p><p></p><p>A character with good bluff is described believably, with elements of truth in his lie to make it seem plausible, while a bad liar is twitchy and nervous and looks away at the wrong times.</p><p></p><p>a character with good intimidate is described as more powerful than he is.</p><p></p><p>a character with good diplomacy is descibe more likeable and friendly.</p><p></p><p>and so on...</p><p></p><p>the use of the skill is not to DICTATE the PC actions, anymore than the use DICTATES the NPC actions when they are the target. It just makes them likely to go this way or that way. This is easily handled with "perceptions".</p><p>[/QUOTE]</p>
[QUOTE="swrushing, post: 2683329, member: 14140"] [/QUOTE] it depends on what those things are and how much fun they are to roleplay. How good would a typical bond film be if bond were as likely to get shot and killed as the myriad mooks he is shotting with his pistol who are firing submachineguns back at him. Ok, its a short film then, as he likely doesn;t survive the opening splash action scene. Want your 8 bucks back? not at all. I might get upset if the Gm sets up a killer "lets humble the players" scene under the guise/excuse of "but the monsters are intelligent" or put another way, As GM would you be upset if before you throw a 10th level guy at our 10th level party you had to play that 10th level guy thru his levels of advancement instead of just statting up this week's challenge? really, PCs and NPCs are different things with vastly different purposes in the game. The goose and gander argument is really more like apples and warp driven starships. Social skills used against PCs are IMo best handled as PERCEPTION skills, they adjust what the characters see and hear and percieve and thus what info the party gets. A character with good bluff is described believably, with elements of truth in his lie to make it seem plausible, while a bad liar is twitchy and nervous and looks away at the wrong times. a character with good intimidate is described as more powerful than he is. a character with good diplomacy is descibe more likeable and friendly. and so on... the use of the skill is not to DICTATE the PC actions, anymore than the use DICTATES the NPC actions when they are the target. It just makes them likely to go this way or that way. This is easily handled with "perceptions". [/QUOTE]
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