SuperJebba
First Post
In my games, sense motive means next nothing. My players believe what they want regardless of what the dice say. I'm apparently a poor liar/actor.
I disagree. If you make a DC 20 Sense Motive check, the DM tells you: "Something about this social situation seems wrong to you. You can't put your finger on exactly what it is, but something's not right here."So if you're pretending to be someone you're not, you're going to get caught with a fairly good chance no matter what magic or clever ploy you use.
Again, I disagree. First of all, that's probably a -5 penalty on the Sense Motive check (the target wants to believe you). Even if it's not, all you need is to be slightly more charismatic than your wife is wise, somewhat practiced (i.e., skilled) in telling your wife such lies, or lucky and you can win the opposed check just fine. In most situations, you should both be taking 10, so all you need is a +1 on your side that she doesn't have. Even a circumstance bonus from somewhere will net you the win.Jon_Dahl said:In D&D it's hard to tell your wife that you had one beer even though you had two.
Kinda seems like it should be, to me. YMMV. But again, someone who is actually good at telling lies won't have much trouble.Jon_Dahl said:Not to mention that if you tell the baron you killed all the orcs, even though you left one alive, you gonna be in a mess (Sense Motive is class skill of Aristocrats).
Here I agree with you. Social skills require a thinking DM in order to work well; you can't just blindly, mechanically apply them and expect the game to go well.Jon_Dahl said:So I don't like the fact that social interaction (lying and noticing the truth), is a little bit too mechanic. I'd like my players to find out if someone telling the truth and not be sure about it until they have a proof.
Having actually played a character from 1st level who eventually got to a +19 Sense Motive modifier, all I can say is that IMO anyone with a +19 Sense Motive modifier should have an almost magical ability to "read the room" like that. If you have a +19 Hide modifier, you expect to be able to disappear like a ninja. If you have a +19 Balance modifier, you can speed-walk up a greased tightrope. A +19 skill modifier means you can routinely do "heroic" things and at least sometimes do the "nearly impossible."Jon_Dahl said:But Sense Motive works a little bit too much like a lie detector: Once you get +19 bonus to Sense Motive (you can easily get this at 7th-level, at least) you will always get the right "hunch" about everybody in 1 minute. It's pretty drastic, since it's not an opposed roll (opponent can't do anything about it).
Since you're alignment tells people nothing about whether you're trustworthy or untrustworthy per se, Sense Motive can't really "beat" undetectable alignment. But again, this just doesn't seem like a problem to me. Given that 7th-level experts in Sense Motive are about as rare as hen's teeth, I'm okay with the possibility of an occasional "Columbo" type character. (In fact, I'm kinda glad the rules allow for such an archetype.)Jon_Dahl said:So effectively 7th-level Expert will know you're untrustworthy in 1 minute; whether you are or you're not. This beats even Undetectable Alignment.
Bingo!Jon_Dahl said:But to defend Sense Motive, I must say that I once had a DM that utilized this skill in his games with style... He used the phrase "you sense that he's lying" as a plot-element, and it worked great.
If it's not your cuppa, that's fine. Just be sure you tell your players up front that investing their precious skill points in Sense Motive is probably a poor choice in your campaign.Jon_Dahl said:So I do admit - wholeheartedly - that Sense Motive and generally everything you find in D&D can be used to make the game fun and enjoyable. Sense Motive is like that also. I just feel that it's not my "thing" as a DM.
TBH I do cheat a lot with Sense Motive when I DM. I do it a lot. I want my players to find out if someone is lying, lie detectors are useless unless magic is used. Which also brings out the fact that Sense Motive requires very, very little innovativity from the player's part. If you cast a spell and know someone is lying, it's fine. You took the risk and effort to cast the spell. But a hidden roll "Ok, you got the right hunch" is not my cup of tea.
In my games, sense motive means next nothing. My players believe what they want regardless of what the dice say. I'm apparently a poor liar/actor.
Trying to gain information with Sense Motive generally
takes at least 1 minute, and you could spend a whole evening trying
to get a sense of the people around you.