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<blockquote data-quote="Whimsical" data-source="post: 2572312" data-attributes="member: 3976"><p>I use "take one" for skills that players are supposed to ask for. This becomes more pronounced in higher level games. If someone lies, then I'll automatically check their bluff against the sense motive score + 1 from the character with the highest score. In addition he will automatically get the emotional state and possibly a personality profile of any NPC he meets if his score is exceptionally high. If the NPC is charmed or dominated and the player's "take one" Sense Motive is 25 or 15, I'll automatically inform him. But NPCs "take one" on their Bluffs to automatically and continuously conceal their true intentions. So a high sense motive works automatically on the general population, but certain NPCs need a moment for the player to read (aka a d20 roll). I'll automatically tell the player of any visible spells or effects from spells if the player has a Spellcraft of 21 or more. Players with high spot checks automatically detect people who are wearing disguises or any sort of common sleight-of-hand maneuvers. If a society has a bunch of dopplegangers or disguised infiltrators, then the city looks like the city portrayed in the movie <a href="http://imdb.com/title/tt0096256/" target="_blank">They Live</a> to them. Characters with high knowledge scores automatically get detailed descriptions and possibly histories of who or what they are viewing, while his buddy just gets a basic description. It just depends what his skill score + 1 is. This allows their high skills to pay off while still making a die roll relevant if they choose to consider the subject some more.</p></blockquote><p></p>
[QUOTE="Whimsical, post: 2572312, member: 3976"] I use "take one" for skills that players are supposed to ask for. This becomes more pronounced in higher level games. If someone lies, then I'll automatically check their bluff against the sense motive score + 1 from the character with the highest score. In addition he will automatically get the emotional state and possibly a personality profile of any NPC he meets if his score is exceptionally high. If the NPC is charmed or dominated and the player's "take one" Sense Motive is 25 or 15, I'll automatically inform him. But NPCs "take one" on their Bluffs to automatically and continuously conceal their true intentions. So a high sense motive works automatically on the general population, but certain NPCs need a moment for the player to read (aka a d20 roll). I'll automatically tell the player of any visible spells or effects from spells if the player has a Spellcraft of 21 or more. Players with high spot checks automatically detect people who are wearing disguises or any sort of common sleight-of-hand maneuvers. If a society has a bunch of dopplegangers or disguised infiltrators, then the city looks like the city portrayed in the movie [url=http://imdb.com/title/tt0096256/]They Live[/url] to them. Characters with high knowledge scores automatically get detailed descriptions and possibly histories of who or what they are viewing, while his buddy just gets a basic description. It just depends what his skill score + 1 is. This allows their high skills to pay off while still making a die roll relevant if they choose to consider the subject some more. [/QUOTE]
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