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Hero
Hypersmurf said:In my opinion, it must be the other way around - the "roll" comes after the "roll".
Example -
"Describe your character's actions in this combat round, then roll the dice for them."
"Uh, okay. I swing my sword in a powerful overhand arc; the keen blade rips through the links of the orc's mail shirt and into his ribs. I pull the sword free and grin at him over the bloodied steel... and I roll... oh. A 1. I guess I'd better change all that."
In exactly the same way - how can you know what standard your Bluff should meet, when your +2 modifier could yield a total anywhere between 3 and 22?
Roll, then make your portrayal reflect that roll.
-Hyp.
But what happens when success or failure doesn't change the way you play the scene?
Someone with a 16 Cha and 7 ranks in Bluff is pretty much never going to come out and say "Uh... You should let me in 'cuz... umm... your mother sent me with a care basket." The success or failure of a social roll of this sort is based on the difference between the player's Bluff check and the NPC's Sense Motive check. In such a case, the player doesn't need to know what he rolled, because even if he rolls a 1 he's going to tell at least a decent story. It's purely a question of whether the guard rolls well on his Sense Motive, wether the Bluff will work or not. The scene's going to run the same right up until the guard decides if he believes or not.
Also, when it comes to describing moves in combat--if the player wants to get into detail, as opposed to just "I hit him"--I have him describe what he's trying to do. The final moment of success or failure comes after the roll, however, so no, he doesn't need to go back and change the description based on the roll, because it's understood that he's describing his intention.
Don't get me wrong, rolling in advance is a valid method; I might even try it at some point, just to see how it works with my group. But rolling afterward is certainly as viable an option.