Quasqueton
First Post
Actually, the situation that really brought me to ask this question on this forum was when a PC (I'll call the "Bluffer") tried to deceive another PC (I'll call the "Senser"). The situation in question was handled openly at the game table, and all Players heard and saw what happened. But when the Bluffer character rejoined the group, he misrepresented what actually occured. [The DM didn't take anyone aside and handle it secretly because he didn't know there'd be any deception between the PCs.]
The Player of the Senser character called for an opposed Bluff/Sense Motive check to determine if the Senser character recognized that the Bluffer character was being dishonest. The Player of the Bluffer character asked why the Senser character should be suspicious enough to try a SM check. The Player of the Senser character said that because SM is a passive skill, it gets rolled whenever someone uses tries to decieve him.
So, we had a situation where the Players at the table knew the truth, and we had to determine whether the PCs in the game knew there was a deception. In such a case, no matter how good the Bluffer Player was at his "role playing", he can't possibly convince the Senser Player that something else than what he witnessed happened.
So how do you "we don't need no stinking social skill checks because we are great role players" handle one PC bluffing, diplomacizing, and intimidating another PC? Our game group rolls the dice and then role play the results -- either beleiving the bluff, accepting the diplomacy offer, or backing down when intimidated (in a way matching our PCs' personalities).
Edit: for the record, we rarely (if ever to memory) have had PCs try to use diplomacy or intimidate on another PC. Bluff is the only social skill PCs have tried to use against other PCs.
Quasqueton
The Player of the Senser character called for an opposed Bluff/Sense Motive check to determine if the Senser character recognized that the Bluffer character was being dishonest. The Player of the Bluffer character asked why the Senser character should be suspicious enough to try a SM check. The Player of the Senser character said that because SM is a passive skill, it gets rolled whenever someone uses tries to decieve him.
So, we had a situation where the Players at the table knew the truth, and we had to determine whether the PCs in the game knew there was a deception. In such a case, no matter how good the Bluffer Player was at his "role playing", he can't possibly convince the Senser Player that something else than what he witnessed happened.
So how do you "we don't need no stinking social skill checks because we are great role players" handle one PC bluffing, diplomacizing, and intimidating another PC? Our game group rolls the dice and then role play the results -- either beleiving the bluff, accepting the diplomacy offer, or backing down when intimidated (in a way matching our PCs' personalities).
Edit: for the record, we rarely (if ever to memory) have had PCs try to use diplomacy or intimidate on another PC. Bluff is the only social skill PCs have tried to use against other PCs.
Quasqueton
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