| Stéphane Le Roux |
A very popular opinion is that Bluff can improve NPC's attitude and make them do what the PC wants.
eg : a character want to enter in the throne room:
Guard: nobody can enter!
Character: I'm the king's brother!
Guard: I totally believe you. You may enter.
For me, it's logically inconsistent: only Diplomacy and Intimidate can improve attitude, not Bluff. If you allow Bluff to do the same, you end with absurd situations like this:
A character, who happens to be the hidden brother of the king, want to enter the throne room:
Guard: nobody can enter!
Character: I'm the king's broth...
Other PCs: STOP! You suck at Diplomacy.
Character: You're right. I'm here to kill the King.
Guard: I totally believe you. You may enter.
It seems inconsistent, but it seems also to be the way the majority of the players handle Bluff; therefore, I ask for a clarification...
W E Ray
|
I've never run into this in the various groups I've DMed but remember, Bluff is an opposed check and Circumstance modifiers need to be applied.
Even if the PC has a great roll Bluffing the guard that the PC is the King's brother, the guard may have a significant Circumstance modifier that helps his Sense Motive.
You may have an awesome Bluff, I may tell my Players, but the NPC's gonna likely get a +10 or something on his Sense Motive -- HE'S A GUARD!
| Roaming Shadow |
You use diplomacy when you're telling the truth, and bluff when you're lying. The two really aren't interchangeable. As also mentioned, bluff is opposed, where diplomacy is not. If the guard knows the king has no siblings, it's going to be very hard to convince him you're a long lost brother. Now, you could bluff the guard into believing you have some sort of credible blackmail against him that really doesn't exist so that he'll let you in, and that would be a bluff. If you actually have said blackmail, that's diplomacy, or perhaps even intimidate.
Your example also makes little sense. I don't care what your skill check is or what skill you're using, if you announce you're there to kill the king, the guards aren't going to let you in, and will either ask you to leave or force you off the premisis. That's a case where logic and RP trumps mechanics. Just because you rolled a 50 on your diplomacy doesn't mean the king will simply hand over the kingdom to you no questions asked. For me, the line of thought of "If I roll high enough, I can do anything", does not work, and is not true.
| EWHM |
In my experience, almost nobody uses the diplomacy/bluff rules as written when it actually matters (i.e. when it is key to the success or failure of a major undertaking). RAW just messes with most people's suspension of disbelief and aesthetic of how such interactions 'ought' to play out way too much when high skill levels are involved (or God forbid, spells like glibness).
| Stéphane Le Roux |
I've never run into this in the various groups I've DMed but remember, Bluff is an opposed check and Circumstance modifiers need to be applied.
Even if the PC has a great roll Bluffing the guard that the PC is the King's brother, the guard may have a significant Circumstance modifier that helps his Sense Motive.
You may have an awesome Bluff, I may tell my Players, but the NPC's gonna likely get a +10 or something on his Sense Motive -- HE'S A GUARD!
The base DC of the diplomacy check is 30 (15 indifferent, +15 "give aid that could result in punishment").
Even if the lie is unbelievable (-20) and the guard has +10 Sense Motive, it's easier to success the Bluff check than the Diplomacy check if you have 10 more points in Bluff. And you should have 11 more in Bluff if your DM allow Bluff to bypass the need of Diplomacy (and anyway, there's a spell that add 20 to your Bluff, and nothing for Diplomacy).
In other words: you're a well-known minister of the king, you have a high Bluff and no Diplomacy, and you want to see the king; but he has forbidden the throne room to anyone. You have better time saying that you're the king's father, or his brother or son, or his jester, or anything except the truth: that you have to see him as a minister. I'm asking for a confirmation about this nonsensical fact.
| Doskious Steele |
In other words: you're a well-known minister of the king, you have a high Bluff and no Diplomacy, and you want to see the king; but he has forbidden the throne room to anyone. You have better time saying that you're the king's father, or his brother or son, or his jester, or anything except the truth: that you have to see him as a minister. I'm asking for a confirmation about this nonsensical fact.
IF the king's brother/father/son/relative has a better ability to breach the King's orders than a minister of the king on official court business, then there's probably a good explanation for it, like the relative is equally powerful in the administration of the realm as the King, or was granted a special exception.
IF there is no reason for a relative of the king to be exempt from the order, I should hope that the DC to bluff one's way past the Guard (regardless of whom one is trying to impersonate) is at least as hard as the DC for a bona-fide Minister to Diplomacize his way in. (Note, bona-fide Ministers should usually get a circumstance modifier to their Diplomacy checks for this sort of thing, I would think. In my games, anyway.)
In other words, yes, the situation you describe is either out-of joint because the GM failed to provide the Guard or the Minister with the proper circumstance modifier, OR is perfectly reasonable due to factors that are not immediately apparent.
It strikes me, though, that a Minister with a high Bluff and no Diplomacy would be better off telling the guard something along the lines of "Fool, for whom do you think His Majesty is waiting in there? Open up, and speak of my passage to no-one, by His Majesty's orders." To me, this makes perfect sense for Minister McBluffington to say.
| hgsolo |
In other words: you're a well-known minister of the king, you have a high Bluff and no Diplomacy, and you want to see the king; but he has forbidden the throne room to anyone. You have better time saying that you're the king's father, or his brother or son, or his jester, or anything except the truth: that you have to see him as a minister. I'm asking for a confirmation about this nonsensical fact.
Not at all. This is what skill check modifiers are about. If you are a well-known minister you take a huge penalty to bluff about who you are, unless you also disguise yourself. Furthermore, if the king says "Let noone in," even if you have a terrible diplomacy skill, you should get a skill modifier that would increase your chances based on the situation. The point that everyone is making here is that, yes having a higher bluff than diplomacy means you are better at lying than convincing someone using the truth, however, the GM is always the final arbiter on such matters. Therefore, it won't matter how good a liar someone is, you can make it impossible for them to pass on a bluff if the situation warrants it.
| j b 200 |
If you read the Bluff rules in the CRB, it answers your question for you.
some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion)
emphasis mine.
What this means is that the GM should rule that no matter how high you roll on Bluff NO ONE IS GOING TO BELIEVE YOU. The guard knows every person who comes in and out of the King's private chambers b/c he's been posted there every night for the past 10 years. If you try to bluff past him, he's not going to bother making his opposed SM check, he's just going to run you through and ask questions later (see speak w/ dead).
The Difference between Bluff and Diplomacy, and Intimidate for that matter, isn't the mechanics of the check but the results after the fact. Diplomacy is using persuasion to sway the target into seeing your point of view, this should have little or no negative repercussions.
Bluff is lying. In some cities lying can get you hanged. At the very least the guard you bluffed is going to be pissed when he figures out he's been tricked and he's going to alert the guards or try to take it out on you himself
Intimidate allows you to force someone to do something against their will and they will immediately hate you for it. Be careful intimidating the guard b/c you might just find a knife in your back the second you walk past him.
| Roaming Shadow |
Just because the numbers seem skewed in one direction does not mean one can replace the other. At that point, you're metagaming, not roleplaying.
Let's say you have a bluff of 15, and the guard has a sense motive of 5. Given your numbers, you'd be rolling 1d20-5 and he'd be rolling 1d20+15. I'm sorry, but the numbers are heavily skewed in his favor. In fact, given your own numbers, you can't suceed, as your maximum roll would then be 15 and his minimun would be 16 (Nat 20 and 1 have no affect on skill rolls by default). Even without the circumstance bonus, you'd still need to beat his flat roll by 10, so if he rolls an 11, you're once again out of luck, no matter how well you rolled.
That's not even mentioning this line from the skill itself:
"Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion)."
Now yes, there are all sorts of modifiers that can be added, but you can add many of the same things to diplomacy, even if by your research it's easier to bluff. Trust me, I've seen character with stupid high Diplomacy that can talk their way into just about anything with it.
While mechanically speaking it may perhaps be easier to dupe someone than it is to persuade them (which I think is true in real life anyway, just look at American politics), that has no bearing on how the skills are used. If you're basing your choice of skills on which mechanics seem easier in a social situation, you are no longer roleplaying, and missing a large point of the game.
| Doskious Steele |
While mechanically speaking it may perhaps be easier to dupe someone than it is to persuade them (which I think is true in real life anyway, just look at American politics), that has no bearing on how the skills are used. If you're basing your choice of skills on which mechanics seem easier in a social situation, you are no longer roleplaying, and missing a large point of the game.
+1
| Ksorkrax |
If you allow Bluff to do the same, you end with absurd situations like this:
No, that's what with you end up if you allow absurd situations.
A common form of bad arguing is to state that something leads to some sort of overexxageration and then argue as if that is the only logic consequence. It's called "strawman argumentation", please stop that.
As for the topic, just think about if something looks right. Just use common sense, there can be misunderstatements but these will always be the first time someone plays with a new DM.
| Bobson |
You use diplomacy when you're telling the truth, and bluff when you're lying.
This is a very common misconception. Bluff is used to tell a lie convincingly, not just to lie in general. Diplomacy has nothing to do with whether you're telling the truth, lying, or doing interpretive dance.*
You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.
Diplomacy is to make people like you, or listen to you, or tell you what you want to know. It usually applies over a longer term than a single exchange, but when applied in the short term, it represents saying whatever you want to say correctly.
If you said you were the king's brother, and you clearly weren't, you can roll your Bluff, and if you roll really well, you might be so convincing that the guard believes you anyway - at least until he has a chance to think and reevaluate. On the other hand, if you said you were the king's brother, and someone had cast a spell on you to try and hide you away, the guard might be more likely to believe you.
If you were in that situation and you truly were the king's brother under a polymorph spell, you wouldn't need to roll Bluff at all. You're automatically convincing, because you're telling the truth. Again, whether or not the guard believes you is another question, but he at least believes you believe it. You wouldn't roll Diplomacy to convince him of the truth.
What you would roll Diplomacy for, regardless of whether or not are the king's brother, is either A) to know not to go barging in on the king when he's left orders to be alone (in which case you wouldn't even try the guard); B) to know (or fake) the correct protocols to get the guard to let you in despite his orders (Maybe messengers from the sick queen's doctor have standing permission to barge in at any time); or C) to do something that makes the guard more favorable to you (a bribe, or promise of a promotion, for example).
Intimidate is the actual opposite of Diplomacy, not Bluff. Intimidate and Diplomacy are both about convincing people to behave differently, one through fear, the other through social pressure. Bluff is just about telling good lies, which can support either one of those two.
*As for the interpretive dance, if you do one and roll Diplomacy, that'd be a perfectly legitimate use for trying to stop two people from fighting... Or it might just convince them both that you're an idiot.
| Matthew Downie |
OK, how about this situation:
You are a PC with excellent bluff and terrible diplomacy. You know a halfling assassin is about to kill the king, who is asleep.
Guard: "The king does not wish to be disturbed!"
Now, going by 'you use bluff to lie convincingly', if you say, "The king is about to be attacked by a halfling assassin!" you can't use your bluff skill, because you're telling the truth. So what you must do instead is say, "The king is about to be attacked by a gnome assassin!" That's a lie, so you can use your bluff skill, and it will be more convincing than if you'd told the truth, even though they're both equally plausible on paper.
What would be a common-sense way for the GM to handle this situation?
| Roaming Shadow |
@ Bobson:
Okay, I can accept that, and that was very well put and explained. Still, I don't believe that Bluff can simply substitute any Diplomacy roll, as the original poster appears to be suggesting. For me, once the character states that they're outright lying to someone to achieve a result, that falls under Bluff. Misleading, decieving, and twisting words still falls under Diplomacy however, as your are never actually lying, but getting someone to interpret the meaning of something in a different light, one that favors yourself usually. Using double talk to convince the guard that it would be to the king's great detriment to not allow you in (whether or not that's true) I would classify as Diplomacy, as you are never actually telling a lie. There is a difference between telling a lie and being deceptive.
The idea of "being a pathological liar" because it's mechanically easier than being diplomatic is a dangerous and usually metagaming way of thinking. Now, someone could play a kleptomaniac rogue who's a pathological liar and have a great deal of fun, but then the player is roleplaying, not metagaming (most likely).
Here's a simple breakdown as to how I see the skills:
Bluff: Convince someone the truth of something that is not true, often to achieve some end benificial to you.
Diplomacy: Convince someone to some end through logic, reasoning, and persuasion.
Intimidate: Convince someone of some action through fear.
| Roaming Shadow |
OK, how about this situation:
You are a PC with excellent bluff and terrible diplomacy. You know a halfling assassin is about to kill the king, who is asleep.
Guard: "The king does not wish to be disturbed!"
Now, going by 'you use bluff to lie convincingly', if you say, "The king is about to be attacked by a halfling assassin!" you can't use your bluff skill, because you're telling the truth. So what you must do instead is say, "The king is about to be attacked by a gnome assassin!" That's a lie, so you can use your bluff skill, and it will be more convincing than if you'd told the truth, even though they're both equally plausible on paper.
What would be a common-sense way for the GM to handle this situation?
The I'd give the player a warning about using metagaming and tell him to find a different solution. Would you, as an adventurer, really think, "okay, I'm really good at lying, so I'll tell the guard it's a gnome and not a halfing and he'll believe me, because saying 'halfing' instead of 'gnome' will make things harder since then I'm telling the truth".
Take a look at that thought process from a logic perspective and tell me what you think. Changning 'halfling' to 'gnome' in order to use your bluff skill is metagaming and should not be used as a rational in role playing.
| FarmerBob |
OK, how about this situation:
You are a PC with excellent bluff and terrible diplomacy. You know a halfling assassin is about to kill the king, who is asleep.
Guard: "The king does not wish to be disturbed!"
Now, going by 'you use bluff to lie convincingly', if you say, "The king is about to be attacked by a halfling assassin!" you can't use your bluff skill, because you're telling the truth. So what you must do instead is say, "The king is about to be attacked by a gnome assassin!" That's a lie, so you can use your bluff skill, and it will be more convincing than if you'd told the truth, even though they're both equally plausible on paper.
What would be a common-sense way for the GM to handle this situation?
That's still a diplomacy roll. What you are trying to truthfully convey is that the king is about to be assassinated.
One you've established that premise, it would be bluff check to convince the guard that it is a gnome assassin and not a halfling assassin.
If the character is no good at persuading others through reasoning to see their side, then it is fine from a game mechanics and RP situation to try to get the guard to believe something else to achieve the same effect, IMHO.
PC: [Diplomacy] Let me through to the king, he's about to be assassinated.
Guard: Yeah, right.
... Or ...
PC: [Bluff] The King sent for me for a late night meeting. Here's his summons note [Holds up Dr. Who Psychic Paper].
Guard: Hmmm, I'm always the last to know about these things. Go ahead.
| Bobson |
OK, how about this situation:
You are a PC with excellent bluff and terrible diplomacy. You know a halfling assassin is about to kill the king, who is asleep.
Guard: "The king does not wish to be disturbed!"
Now, going by 'you use bluff to lie convincingly', if you say, "The king is about to be attacked by a halfling assassin!" you can't use your bluff skill, because you're telling the truth. So what you must do instead is say, "The king is about to be attacked by a gnome assassin!" That's a lie, so you can use your bluff skill, and it will be more convincing than if you'd told the truth, even though they're both equally plausible on paper.
What would be a common-sense way for the GM to handle this situation?
You seem to be confusing "lie convincingly" with "being convincing". The first is "He's telling me the sky has turned orange with green polka dots, and he seems to be dead serious. He's probably drunk, but there might really be something strange going on... maybe I should check it out." The later is "Wow, he told me the sky has turned orange with green polka dots, and I believe him without checking." Bluff as written seems to be the latter, but it really should be the former.
In my games, I usually modify bluff slightly to handle this. Instead of "If you use Bluff to fool someone, with a successful check you convince your opponent that what you are saying is true." I change it to "If you use Bluff to fool someone, with a successful check you convince your opponent that you believe what you are saying is true."
It's a very small change, but it makes my job a lot easier. A failed sense motive roll means that the guard is 100% convinced that you're speaking the truth as you know it, but as always, that doesn't mean you're speaking the actual truth. You could be misinformed. You could be magically deluded. You could have misinterpreted something you overheard. But you're so convincing in your belief that the target is compelled to act however he would if you were actually telling the truth.
In your scenario, that would mean that whether you told the absolute truth or whether you changed a detail and then bluffed really well, he would react the same way. Depending on the guard and how it was presented, it could be "Alarm! Alarm! There's an assassin around!", it could be laughing in your face, or it could be a "Wait here while I get my captain."
| Stubs McKenzie |
I agree with the outcome of the thread, just wanted to comment on what J b 200 said about intimidate up-thread. Intimidate forces someone into the helpful demeanor through threats and fear for a duration. If the guard (in this case) was effected by intimidate and he reacts as such, the PC can expect his demeanor to stay the same for the duration. If he lets the PC through, then he wont stab the pc in the back, however, he could just as well have dropped his spear, backed up against the door in fear, pulled his dagger and pointed it unsteadily at the PC saying "stay away, please! I cannot let you into this room, the king would have me tortured and my family killed! I will give you whatever else you want but I cannot let you through!" This would be a successful check, but a failed result, as the helpful condition only goes so far. If he allows you through, he will probably flee until the duration expires because you have convinced him that NOT letting you through is a far worse outcome than letting you pass.
| AvalonXQ |
What Bobson said.
A successful Bluff causes the target to act as though you were telling what you believe to be the truth.
How would the guard act if you truthfully came to him with the information you are currently lying to him about? That's the question, and Diplomacy (which determines how convincing you are in getting the guard to understand and agree with your position) gives us our answer.
Whether you come to the guard babbling about a "gnome assassin" or a "halfling assassin", the guard is going to react in the same way based on his opinion of you -- based on your Diplomacy check.
All Bluff does is let you use a lie in your interactions with an NPC as though the lie was the truth.
Purple Dragon Knight
|
To the OP: the problem lies with the fact that the Bluff checks are opposed with Sense Motive, which is a more elegant system than the weird "Diplomacy / Intimidate Fixed DC" system.
In my opinion, Diplomacy and Intimidate should be opposed by a skill check as well.
Here is my proposed solution, in order to balance the system:
Step 1: Diplomacy and Intimidate should be rolled into one skill, say the "INFLUENCE" skill (Cha-based). There's no reason why one wouldn't be able to roleplay out his character's emotion (i.e. whether he's being angry, smoldering, creepy, rich, noble-like or charming when trying to influence someone... the only important part is that he's good at it or not) when he tries to influence someone. Why the need to spell this out via TWO skills? This takes one skill out of the mix and allows characters to put points in the new skill proposed in Step 2;
Step 2: Add a new skill, say the "JUDGEMENT" (Wis-based). This skill effectively lets one evaluate one's flourishes and sees the true value of one's claim / request / proposition. Why wouldn't you oppose an INFLUENCE check by another INFLUENCE check? first it's mechanically bad as everyone would max out INFLUENCE regardless of it being a class skill or not, and second it allows for true interactions at high levels, and yes, even between PCs.
As for feat/PrC prereqs, INFLUENCE ranks can substitute any prereq that was previously Intimidate or Diplomacy. JUDGEMENT ranks or Sense Motive ranks or a combination of both can substitute any prereq that was previously Sense Motive (i.e. yes, you get a bit of a break that way, since JUDGEMENT has less use than Sense Motive in the game).
I'm very tempted to playtest this in my home campaign. Let me know what you think.
PDK