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Post by shawnystyle77 on Aug 26, 2008 21:54:42 GMT -5
There has been some confusion when players use dice rolls in RP. Could we get some clarification one which skills oppose each other. People tend to want to roll their best skill when it really don't fit.
Bluff-spot is used when a feint is made, not sure it applies to a lie though. I've seen people roll concentration, will save, intelligence and wisdom as well.
Diplomacy-diplomacy?
Intimidation-?
Sleight of Hand-spot.
Taunt-concentration?
On a side note, opposing rolls arent always needed. If a character tells a lie, the person he is lying to can just set his own DC or just go from how well the bluff was. If someone tells a lie and rolls say like a 23, chances are you wouldn't even doubt him/her unless it's pretty outrageous.
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jasonpauldegraaf
Senior Member
"There is a crack in everything God has made." -Emerson
Posts: 331
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Post by jasonpauldegraaf on Aug 26, 2008 22:02:37 GMT -5
I use...
Bluff roll vs. bluff role (takes one to know one). I used to roll Will, but they're not mentally resisting anything.
Diplomacy vs. Diplomacy or Intimidate.
Hey, they now have extra empty skill slots in the recent update. We could actually make some more skills if we wanted: Sense Motive, etc.
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Post by shawnystyle77 on Aug 26, 2008 22:08:40 GMT -5
I use... Bluff roll vs. bluff role (takes one to know one). I used to roll Will, but they're not mentally resisting anything. Diplomacy vs. Diplomacy or Intimidate. Hey, they now have extra empty skill slots in the recent update. We could actually make some more skills if we wanted: Sense Motive, etc. Bluff vs. bluff makes sense.
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lorgin2003
Senior Member
Dyn-o-miiiiite!!!
Posts: 373
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Post by lorgin2003 on Aug 27, 2008 15:28:26 GMT -5
as far as intimidate goes, i'm pretty sure the DMG says to make a fear save. and if you're immune to fear or mental effects, it doesn't work at all.
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Post by highwayman on Dec 13, 2008 19:38:02 GMT -5
Anyone know how lore would work in convo with no dms around? Knowledge of Certain creatures would be a factor I'm assuming because of background especially in cases of underdark races where it's survival of the fittest.
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Post by Forumlord of Talos on Dec 14, 2008 13:11:48 GMT -5
Highway
Here is a base rule I have seen applied in regards to character knowledge of certain situations
first determine if the general knowledge would be known to your character. If your character has knowledge in the area discussed then use a base 10 rule plus your lore to determine if he/ she would have specific information on the subject
example: Lets say the subject is blink dogs
blink dogs would be likely known to someone with knowledge in animal species or nature such as druids rangers possibly barbarians. Thus these persona's would take a base 10 + their lore to determine how much they know
DC checks would say your character has the following knowledge of blink dogs
14 This creature is a blink dog, named for their natural ability to use blink, as the spell. This reveals all magical beast traits.
19 Blink dogs are intelligent, but cannot speak except in their own language. They can be convinced to make excellent companions.
24 Blink dogs are capable of producing dimension door once per round.
29 Blink dogs and displacer beasts are natural enemies and attack each other on sight.
If your character is generally unfamiliar with the basic circle of knowledge the subject falls under then you add no modifier and just use your base lore skill to determine roughly how much he/she knows ( often I would assume a bard or similar class such as a wizard may wish to take a +5 to lore checks even in areas they are not well versed just because of the vast amount of mumbo jumbo knowledge they accumulate through their trade)
I hope this helps
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