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5/5 5/55/55/5

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One of the things you see moving between different areas is a lot of gaming conventions.

Some people diplomance then roll. Some people roll then diplomance.

When I have a face, i diplomance as well as i can and then roll, because the characters result is going to be WAY better than my raised by wolves charisma mod will allow. If i have a non face character somehow forced into the spotlight, i roll then figure out exactly how bad it is.

Sneaky NG druid froom hermea is at a fancy party

"So how are the nobles different here than where you're from?

Roll an 8 "well they're not 300 feet long and scaley."

"Whats the biggest difference between here and there?"

Roll a -1.....

"We work together. We cooporate. We make sure everyone has what they need and then worry about what people want. There's no way we'd be eating off of gold plates while half a mile away people die in the puddles because it's damp. "

...awkwardly ended dinner early...

Negotiating with a dragon. Dm asks for a roll to assist. Another of my famous 2s.

"pssssst. Tell the giant lizard he's an ambassador not a messenger boy. They eat that sort of malarkey up"

Scarab Sages 5/5

Jack Brown wrote:
Tallow wrote:
Jack Brown wrote:

For the idea of talking out and all for diplomacy, I think what I need to start doing is explicitly stating when there is a circumstance bonus (like others do in this thread).

Something like...

Player: <gives an involved, moving speach>
Me: Great! Roll diplomacy at a +2 circumstance bonus.

Instead of:
Player: <gives an involved moving speach>
Me: Great, roll diplomacy! <waits to see what the roll is... gives a bonus if close>

That transparency would probably be helpful in getting players to play-act a little more, and let them know I am rewarding them.

Jack makes note to try and remember to do that!

I agree.

You agree I should do that? ;-)

hee hee

chuckle... sure... but I also think I will try it out too.

Shadow Lodge 4/5

I really hope the response to the druid was "STOP HELPING ME"

5/5 5/55/55/5

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TOZ wrote:
I really hope the response to the druid was "STOP HELPING ME"

Not in so many words but being stuffed into the handy haversack has more or less the same effect...

5/5 *****

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Lau Bannenberg wrote:

In our area it's practice that to Aid on the Diplomacy check you had to be involved in the conversation. An interesting effect of this is that people playing Diplo-heavy characters have learned to give a bit of breathing room to the other players, to get some words in so that they'll be able to Aid the roll. Now and then they forget and make the roll before other people can get a word in, but then they get denied Aid. The next talky bit after that they're usually much better at giving the rest of the players some spotlight too.

We don't demand a huge amount of contribution to count for Aid; it can really be as modest as "I pose as his impressive bodyguard, making him seem more important". In fact, for a nice bit of RP it's usually nicer if one player is doing the main speech instead of three people falling over each other to try wildly varying gambits. When the players know that they'll all get a chance to say something they tend to relax and give each other more room too.

I've found that while quite a lot of people find Diplo-RP challenging at first, it's something that you can definitely learn. We don't set the bar too high, and you can also learn by watching how other people do it. Make people feel safe giving it a try, and encourage them to at least give it try. The example Tallow gave above would be perfectly welcome at our table.

Do you have a newsletter to which I could subscribe to?

4/5 5/5

Andreww, just hop over the Northsea and join our sessions!

5/5 *****

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Magabeus wrote:
Andreww, just hop over the Northsea and join our sessions!

Thee north shields ferry is only about a 20 minute drive from where I live...

4/5 ****

Chris Manning wrote:
The whole diplomacy 'speech' thing really irritates me - you never ask a player making a strength check to arm wrestle for a circumstance bonus -

No, but I ask them to describe their arm wrestling technique.

When players just say I attack, I sometimes ask players to describe their attacks. Are they big powerful overhand strikes? Nimble spinning blows? Darting jabs?

I need to know so I can answer how the monsters react rather than just removing another 17hp from their total.

I don't need a diplomacy speech but I do need yo know your approach. But that's not unique to diplomacy.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

The problem I have is that I tend to talk a lot even when I'm not playing a facey character. So I'll come up with a great speech to the table and then roll terrible to deliver it in game.

Scarab Sages 5/5

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Pirate Rob wrote:
Chris Manning wrote:
The whole diplomacy 'speech' thing really irritates me - you never ask a player making a strength check to arm wrestle for a circumstance bonus -

No, but I ask them to describe their arm wrestling technique.

When players just say I attack, I sometimes ask players to describe their attacks. Are they big powerful overhand strikes? Nimble spinning blows? Darting jabs?

I need to know so I can answer how the monsters react rather than just removing another 17hp from their total.

I don't need a diplomacy speech but I do need yo know your approach. But that's not unique to diplomacy.

I agree with everything Pirate Rob has said here.

But on a mechanical side of things:

I don't need to know how you swing your sword in combat to figure out whether you hit the creature. Unless the encounter has a mechanic by which the badguy's morale or attitude toward the PCs changes based on how they swing the sword (what combat techniques or styles they use.)

But in Diplomacy, Bluff, and Intimidate I might often need to know exactly what you say. Certain phrases or words or talking about certain things might impact that social roll. If the NPC loves carrots but hates brussel sprouts I may need to know if you mention either of those vegetables to determine if he immediately goes hostile and attacks or instead becomes helpful and wants to marry your character. Indeed, depending on what you want the NPC to do for you, it determines whether certain modifiers get added to the check (asking for a favor adds difficulty to the check depending on how dangerous that favor would be to the NPC.) Bluff also has circumstance modifiers based on how believable your lie happens to be.

So no, you can't just say, "I roll diplomacy" and expect the GM to just follow the RAW of the game and not expect you to give details on what you are saying and how you are saying it. Because mechanically, from the Core Rulebook, both of those skills have modifiers based on what you say, ask for, and how you say it.

Nobody is saying you have to wax poetic and be as eloquent as TS Lewis or Emily Bronte. You just have to tell the GM what you want to accomplish, how you want to accomplish it, and anything specific you want to say or bring up. Some of these things can be sussed out by the GM with a back-n-forth question/answer session.

1/5

Tallow wrote:
Pirate Rob wrote:
Chris Manning wrote:
The whole diplomacy 'speech' thing really irritates me - you never ask a player making a strength check to arm wrestle for a circumstance bonus -

No, but I ask them to describe their arm wrestling technique.

When players just say I attack, I sometimes ask players to describe their attacks. Are they big powerful overhand strikes? Nimble spinning blows? Darting jabs?

I need to know so I can answer how the monsters react rather than just removing another 17hp from their total.

I don't need a diplomacy speech but I do need yo know your approach. But that's not unique to diplomacy.

I agree with everything Pirate Rob has said here.

But on a mechanical side of things:

I don't need to know how you swing your sword in combat to figure out whether you hit the creature. Unless the encounter has a mechanic by which the badguy's morale or attitude toward the PCs changes based on how they swing the sword (what combat techniques or styles they use.)

But in Diplomacy, Bluff, and Intimidate I might often need to know exactly what you say. Certain phrases or words or talking about certain things might impact that social roll. If the NPC loves carrots but hates brussel sprouts I may need to know if you mention either of those vegetables to determine if he immediately goes hostile and attacks or instead becomes helpful and wants to marry your character. Indeed, depending on what you want the NPC to do for you, it determines whether certain modifiers get added to the check (asking for a favor adds difficulty to the check depending on how dangerous that favor would be to the NPC.) Bluff also has circumstance modifiers based on how believable your lie happens to be.

So no, you can't just say, "I roll diplomacy" and expect the GM to just follow the RAW of the game and not expect you to give details on what you are saying and how you are saying it. Because mechanically, from the Core Rulebook, both of those skills have modifiers based on what you...

Sure, if they say nothing then they have no modifiers for saying the right or wrong thing to the person, they never mentioned either. Easy.

Shadow Lodge 4/5

Then they also don't accomplish anything, since they didn't say what they needed either.

Scarab Sages 5/5

TOZ wrote:
Then they also don't accomplish anything, since they didn't say what they needed either.

Exactly. How can you roll for a favor if you don't tell me what you are trying to accomplish, or how can you bluff someone if I can't determine just how crazy the lie is?

Liberty's Edge 1/5 5/5

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Having recently been involved in a pair of Bluffs with distinctly different outcomes, this seems far more relevant to me than Mr Hutchins seems to want to admit. A fellow Pathfinder and I were attempting to gain ingress to a certain warehouse through a locked door. I had my tools laid out, and was working on the lock when a passerby questioned what was going on. My compatriot tried to bluff by claiming to be someone very important. I believe his exact words were, "I own this town." At that point, I started packing up my tools and stepping away from the core breach that appeared likely to occur. As his claims became even more ludicrous, I explained that I was a duly certified professional locksmith who had been retained to work on what he had assured me was a building he owned. As I carry business cards stating the same thing, and am in fact a professional locksmith, this gave me considerable credibility, while his was shattered by his claims.

Scarab Sages 5/5

Toshiro Omega wrote:
Having recently been involved in a pair of Bluffs with distinctly different outcomes, this seems far more relevant to me than Mr Hutchins seems to want to admit. A fellow Pathfinder and I were attempting to gain ingress to a certain warehouse through a locked door. I had my tools laid out, and was working on the lock when a passerby questioned what was going on. My compatriot tried to bluff by claiming to be someone very important. I believe his exact words were, "I own this town." At that point, I started packing up my tools and stepping away from the core breach that appeared likely to occur. As his claims became even more ludicrous, I explained that I was a duly certified professional locksmith who had been retained to work on what he had assured me was a building he owned. As I carry business cards stating the same thing, and am in fact a professional locksmith, this gave me considerable credibility, while his was shattered by his claims.

Yup... Modifiers would be:

You: +0 to your roll for believable lie and up to a +10 (I might go +5 since anyone can get a business card... +10 would be if you had some sort of official certified certificate from the local authorities) for convincing proof.

Him: -10 or -20 depending on whether the lies spiraled into impossible or were just far-fetched. Based on your description I'd be likely to assign a -20 to his roll.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Chris Manning wrote:
The whole diplomacy 'speech' thing really irritates me - you never ask a player making a strength check to arm wrestle for a circumstance bonus - if you tell the GM what you want to do/say, and you have the rolls / skill to back that up, that should be enough without having to orate war and peace.

This is a point that often comes up whenever we're having this discussion.

I think that many times in combat, you do do the equivalent of a speech thing. There's definitely a difference between:


  • I attack him.
  • I move into flank with Joe and attack him. [use an advantage]
  • I use Power Attack with Furious Focus and attack him. [pressure]
  • I put away my rapier and attack the skeleton with my boulder helmet. [use knowledge of weaknesses]

Compare this to:


  • I use Diplomacy
  • I tell him the Society wants to be his friend, but I also let him know I know about the incriminating letter we found. [use an advantage]
  • I wine and dine him, pick up the tab, get him in a good mood and then put forward our proposal. [pressure]
  • I switch topics and discuss how the Society can get his daughter into an exclusive college if he'll help us with our problem. [use knowledge of weaknesses]

I find that the most awkward PFS social events for me are the ones where I need to talk to someone with no prior information or talking points. I'm not that great at completely b&!&#%!&ting my way through that. Scenes where you get kicked into a gala with no information whatsoever - awkward. But if you can gather some personal tidbits about someone (when using the Influence rules - the Discovery stage), or if you uncovered something earlier in the scenario, you can apply social tactics.

Liberty's Edge 1/5 5/5

Tallow wrote:
Toshiro Omega wrote:
Having recently been involved in a pair of Bluffs with distinctly different outcomes, this seems far more relevant to me than Mr Hutchins seems to want to admit. A fellow Pathfinder and I were attempting to gain ingress to a certain warehouse through a locked door. I had my tools laid out, and was working on the lock when a passerby questioned what was going on. My compatriot tried to bluff by claiming to be someone very important. I believe his exact words were, "I own this town." At that point, I started packing up my tools and stepping away from the core breach that appeared likely to occur. As his claims became even more ludicrous, I explained that I was a duly certified professional locksmith who had been retained to work on what he had assured me was a building he owned. As I carry business cards stating the same thing, and am in fact a professional locksmith, this gave me considerable credibility, while his was shattered by his claims.

Yup... Modifiers would be:

You: +0 to your roll for believable lie and up to a +10 (I might go +5 since anyone can get a business card... +10 would be if you had some sort of official certified certificate from the local authorities) for convincing proof.

Him: -10 or -20 depending on whether the lies spiraled into impossible or were just far-fetched. Based on your description I'd be likely to assign a -20 to his roll.

Yep, he got the -20 penalty. And I got a small bonus, but since I had a decent bluff, a good roll, and wasn't trying to defend him, I was able to walk away, and arrange for his retrieval at a more opportune time.

Grand Lodge 4/5 5/55/5 ***

BigNorseWolf wrote:
Some people diplomance then roll. Some people roll then diplomance

I usually roll first and then try to role-play based on the roll. It makes more sense in my mind that rolling a nat '1' after 5 minutes of a fantastically compelling and convincing speech. YMMV

1/5

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Philippe Lam wrote:
thorin001 wrote:
That should be stated rather than just sprung on people. Also that is rather rare. Mostly it is just GMs who dislike aid another.
To forewarn on when this would amount to metagaming. It's also partly to the players to correctly identify when aid another can be used or when it can provoke a backlash.

All mechanics are metagaming. There is no way to identify when aid another can be used.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

Jack Brown wrote:

For the idea of talking out and all for diplomacy, I think what I need to start doing is explicitly stating when there is a circumstance bonus (like others do in this thread).

Something like...

Player: <gives an involved, moving speach>
Me: Great! Roll diplomacy at a +2 circumstance bonus.

Instead of:
Player: <gives an involved moving speach>
Me: Great, roll diplomacy! <waits to see what the roll is... gives a bonus if close>

That transparency would probably be helpful in getting players to play-act a little more, and let them know I am rewarding them.

Jack makes note to try and remember to do that!

*copies that note*

Grand Lodge 4/5

thorin001 wrote:

All mechanics are metagaming. There is no way to identify when aid another can be used.

There is always a way to have even a small guess of what to do or not do. All it needs is an effort from the player to discover it. In no way the GM is expected to babysit the said player unless he/she is new (or didn't play a lot to PFS).

More broadly, I am against stating the breakdown of the bonuses/penalties beforehand. Being more vague is better for pacing purposes, and if any questions explain why thereafter.

1/5

Philippe Lam wrote:
thorin001 wrote:

All mechanics are metagaming. There is no way to identify when aid another can be used.

There is always a way to have even a small guess of what to do or not do. All it needs is an effort from the player to discover it. In no way the GM is expected to babysit the said player unless he/she is new (or didn't play a lot to PFS).

More broadly, I am against stating the breakdown of the bonuses/penalties beforehand. Being more vague is better for pacing purposes, and if any questions explain why thereafter.

Sounds an awful lot like a justification for "fudging". I can think of very few instances where players do not know the modifiers for their checks. The only one I can think of off hand is if an opponent has the Disruptive feat.

Grand Lodge 4/5

You're entitled to your point of view, but I won't change mine. It will stay as it is. I have my right to be rigid in this case as long it sounds reasonable, and I don't think it is a gross abuse of power. I don't see why I should accomodate the player in all cases. Players knowing the modifiers is not an universal rule contrary of what you pretend.

Encouraging bonus hunting, it is only what it provokes.

5/5 5/55/55/5

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characters have so many weird abilities and situational modifiers that you almost have to tell them what they're being hit with to give them a fair chance to use them.


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BigNorseWolf wrote:
characters have so many weird abilities and situational modifiers that you almost have to tell them what they're being hit with to give them a fair chance to use them.

My favorite is when people can tell what a monster is through a lack of an ability to identify it. "Dungeoneering you say? Must be an elaborate ooze."

Scarab Sages 1/5 5/5

As a gen-u-ine Osirionoligister, ah c'n tell y' tha' the 'fficial term f'r anythin' tha' y' can' figure ou' is 'Thingie'.

Usually wit' somethin' descriptive like 'mouth-Thingie' or 'plant-brain-Thingie'.

Then take g'd notes, an' repor' back. Some'un 'll know the book-larnin' version of the Thingie's name."


Yeah what they said^

Silver Crusade 5/5 5/5 **

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MrBear wrote:


My favorite is when people can tell what a monster is through a lack of an ability to identify it. "Dungeoneering you say? Must be an elaborate ooze."

I only do it rarely (when a monster is pretty much intended to be potentially misidentified) but on occasion I'll ask the players to roll a D20 and hand me their character sheet.

When I'm playing online I have a macro that gives all my knowledge skills so the GM can see what I rolled and tell me what I know.

I also try reasonably hard to have all my monster ID skills be the same. That way I can just say "Identify monster 26. I don't care what type it is, 26" :-)

Grand Lodge 4/5 5/55/5 ***

As a player, I always build my PCs such that all their knowledge modifiers are the same. That way I can just roll and give the GM the final number that applies to any of the knowledge skills for which I am trained. I have "trained" a number of players in our area to do the same. Helps to reduce some of the rampant meta-gaming and keep some mystery in a game where we as players often know more about the campaign world than our characters.


I see this come up all the time but when I make players fight me before they roll an attack, suddenly I’m the jerk. I’m not saying you have to win, I just want you to be more involved in the game.

3/5

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Since we are talking about it; had a GM once that was so concerned about metagaming that he refused to give us a description of the monster unless we passed the knowledge check (to prevent us from using meta knowledge). So we were just fighting unknown medium creatures... It was terrible, don't be that GM.

Silver Crusade 5/5 5/5 **

Ward Davis wrote:
Since we are talking about it; had a GM once that was so concerned about metagaming that he refused to give us a description of the monster unless we passed the knowledge check (to prevent us from using meta knowledge). So we were just fighting unknown medium creatures... It was terrible, don't be that GM.

I've never had it quite that bad but its come close sometimes.

One problem is that Knowledge skills are pretty much broken for their primary purpose (identifying enemies). Only a few characters can play the "know a lot about a lot" game, others are limited to "know something about 1 or 2 monster types". ANY high level character should know a fair bit about monsters, at least the ones they've faced before.

I've run into table variation even with my simplest of tactics "If it looks vaguely undead and boney, hit it with a blunt weapon. If vaguely undead and fleshy, hit it with a slashy weapon". The kind of thing that ANY Pathfinder who has gone through Pathfinder school should know. But some consider even that to be metagaming.

One CAN get lots of clues just from the appearance. When facing monsters I the player have never encountered before the description alone can make me grab the right weapon or try the right tactic. Or, of course, not :-(

Silver Crusade 4/5

Paul Jackson wrote:

I've run into table variation even with my simplest of tactics "If it looks vaguely undead and boney, hit it with a blunt weapon. If vaguely undead and fleshy, hit it with a slashy weapon". The kind of thing that ANY Pathfinder who has gone through Pathfinder school should know. But some consider even that to be metagaming.

I'm one of those who considers that metagaming, but I also allow a really easy roll to know that stuff. After all, skeletons and zombies are the most common undead, so they're only DC 5 to identify, meaning that anyone can roll untrained. And even if the creature you're facing isn't a common skeleton or zombie, someone who knows about those more common creatures can make intuitive guesses if they can hit the DC 5 to know that much.

I also assume that anyone with a single rank in knowledge: planes would know that cold iron is good against demons and silver is good against devils, without having to roll. You might not know what type of demon or devil you're currently facing, but that much is a common knowledge thing. I might even allow an untrained DC 10 check to know that much. Same with fey and cold iron.

5/5 5/55/55/5

MrBear wrote:
BigNorseWolf wrote:
characters have so many weird abilities and situational modifiers that you almost have to tell them what they're being hit with to give them a fair chance to use them.
My favorite is when people can tell what a monster is through a lack of an ability to identify it. "Dungeoneering you say? Must be an elaborate ooze."

Not entirely implausible. If i can't identify a leaf I start thinking its an ornamental that's not from around here. If you're familiar with all things animal and mineral and still don't know what it is vegetable becomes an option.

Silver Crusade 5/5 5/5 **

Fromper wrote:


I'm one of those who considers that metagaming, but I also allow a really easy roll to know that stuff. After all, skeletons and zombies are the most common undead, so they're only DC 5 to identify, meaning that anyone can roll untrained.

Even a 5 is pretty high for some characters. Lets take a fighter who has NOT dumped intelligence. They still have a 20% chance of failing that roll. Regardless of level. And lets face it, putting a rank in Knowledge - Religion is a pretty low priority for fighters.

I'd think that an average intelligence person who has fought skeletons and zombies would have literally ZERO chance of not knowing the "bony == blunt, flesh == slashing" mantra.

You're also unusual, in my experience, in realizing that some monsters are so common that the DC to identify them by 5. Yes, I know that is what the rules say :-(. Many GMs seem not to :-( :-(

3/5

On the flip side, the group once fought a large golden dragon skeleton. No relevant knowledges. I think it added to the sense of terror when they didn't even know if it was an undead, construct, or a dragon... Not sure yet how to use the knowledge mechanic to create maximum enjoyment.

4/5

Ward Davis wrote:
Since we are talking about it; had a GM once that was so concerned about metagaming that he refused to give us a description of the monster unless we passed the knowledge check (to prevent us from using meta knowledge). So we were just fighting unknown medium creatures... It was terrible, don't be that GM.

I'd want to at least give some kind of description of the creature, even if the party can't put a name to it. It might be a size large skeletal creature walking upright, a winged four legged reptilian which smells like it's pretty well decomposed, or a walking mushroom the size of a human, but I want the party to have some clue of what the thing approaching looks like.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I am a fan of the roll first, then roleplay to the roll.

There's nothing more disheartening than giving a rousing speech in real life and rolling a 1 diplomacy.

Nothing more immersion breaking than quoting Monty Python and then rolling a natural 20 on diplomacy.

If the result is close to a success I'll inform the player that if they can think of an appropriate argument (diplomacy), threat (intimidate) or lie (bluff) then they'll get a circumstance bonus to succeed (based on the bonuses/penalties in the CRB).

Grand Lodge 4/5 5/55/5 ***

With regards to knowledge checks, I do not recall ever seeing a player with a character journal of sorts that details all the encounters their PC has fought with physical descriptions of the creatures and any information provided by knowledgeable companions. I think I would be inclined to give them an auto-success on a knowledge check for something like that. Dunno. Think I'll start that with my next PC and see where it goes. It might not matter at all if they never encounter the same creature twice in their career. Other than some types of undead and elementals, the frequency of monsters repeating, especially as you gain levels is fairly rare, IME.

Also, I wonder how many GMs provide misinformation for a poor knowledge check? Say for instance the PCs encounter a lich. Its kinda looks undead, has gaunt skin, sunken eyes, smells of death, etc. You might decide the DC is 10+ or 15+ CR and with a low check, say 5+ misidentifying it as some sort of zombie.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

I don't misidentify creatures. Players do that well enough on their own. I also don't discourage them from making educated guesses.

1/5

Paul Jackson wrote:
I've run into table variation even with my simplest of tactics "If it looks vaguely undead and boney, hit it with a blunt weapon. If vaguely undead and fleshy, hit it with a slashy weapon". The kind of thing that ANY Pathfinder who has gone through Pathfinder school should know. But some consider even that to be metagaming.

The Pathfinder Society Field Guide has a 'field guide' section that details common hazards & enemies with suggestions for how to deal with them, so that's in game information that any Pathfinder should be aware of (although it doesn't go into 'blunt for skeletons, sharp for zombies' level of detail). I haven't looked to see whether there's similar info in things like Seeker of Secrets or the Pathfinder Society Primer, but there might be.

Silver Crusade 5/5 5/5 **

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Bob Jonquet wrote:


Also, I wonder how many GMs provide misinformation for a poor knowledge check?

I thought we were supposed to run as written. That strikes me as a possibly reasonable house rule that has absolutely NO place in Society play.

Scarab Sages 5/5

Paul Jackson wrote:
Bob Jonquet wrote:


Also, I wonder how many GMs provide misinformation for a poor knowledge check?
I thought we were supposed to run as written. That strikes me as a possibly reasonable house rule that has absolutely NO place in Society play.

I don't see how giving them misinformation is against RAW.

The Exchange 5/5

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crud... missed my will save again. These threads pop up every now and again, and they are a bit of a hot button for me. ok... sounds like time to trot out one of my wife stories again...so please feel free to skip my rant below... it's just an old gamer being set in his ways...

The Rant:

My wife is a bit shy. She enjoys playing (been doing it more than 10 years now), and for the right group she can really come out of her shell. When she does, everyone at the table enjoys her PC and her gaming. (or at least I like to think so).

Sometimes she plays a "Diplomat" PC. Yeah, a shy "Diplomat". But heck, it's nice to play something we aren't personally right? To do things in the game we couldn't or wouldn't in real life?

She has practiced the speech "My character is much more diplomatic than I am. I would like her to get (insert NPC name here) to (insert what the PCs need them to do)." She even has this speech printed on the back of the table tent for her "Diplomats", where she can read it when she needs to, when she finds herself overcome with shyness.

I've seen judges "hold her to the task" and say "What EXACTLY does your PC say?" and watch helplessly while a fun game turned into a painful experience for her. Anyone else trying to help her (me, or any other player), to defuse the situation, was hushed by the judge ("you're character isn't there!") while he stared at her struggles to say anything. Holding her to every word that she utters, ever stutter, every facial expression. Yeah - he made his point. "Players need to learn to Role Play in this game!" Needless to say, we never played for that judge again. Heck, my wife quit playing for over a month, and took another two or three months before trying it in public again.

Not many judges are that bad, but some are almost as bad - without even realizing it. She's good enough at the rules to realize after the game that she failed a check by the 2 points the judge reduced her check result by - because she can't "act in character the way other people can". So several times she says to me "you should run the Face PC, you get better results from the GM, you can smooze the GM better than me"... yeah. After all - I play the game the "right way" - and she knows the rules well enough to be able to see that. So those judges push her into playing shy PCs, 'cause she doesn't play the game the way they want her to. She's not very out-going personally, so they teach her it is better to just keep silent and be in the background... yeah. sigh.

Now, realize that this is a lady who can get up in a crowded church and sing solo in front of over 200 people. The same lady that can brake an entire table up in laughter with a sly comment ("That's going to leave a mark" when the monster charges into door she just cast invisible on.) The same lady that will talk for hours about the game where her PC bought a prosthetic arm (Why in the world?) - only to find another one in the scenario. But, sometimes she is shy, and needs to just roll the dice. You know what? Sometimes we role play, sometimes we roll play. It's all part of the game. If the players are having fun... why force them to play "the right way"?

And sometimes our reaction to Judges that say things like "What does your PC say?" gives us flash backs to those times when the game really wasn't any fun. So, if you push a player out of her comfort zone by making her "play it right"... just realize you may be pushing her away from your table for good. Players have a good memory for GMs, and they way they play...

another approach:

If the player isn't sure how it can be done (because they don't have a +29 Diplomacy themselves), why not supply it as the Judge? Pull the player into the game... tell us what the +29 Diplomat knows that we as players don't. What does the Diplomat - who lives in the world and breaths it's air and culture and KNOWS things the player doesn't... what does he say when the player rolls a nat 20 and gets a 49? (I hate to put this on the us judges, but heck - WE'RE the story-teller, we know what's going on behind the scenes much better than the players!)

Bashful Bard Player A "I try to intimidate the Mook into telling us what he knows... I got a 34"
Helpful Cleric Player B "Can I assist?! I assist! all I needed was a 10 right! wow I add +2!"
Judge "The Bard, in a swirl of fog from the evening streets steps to the door and, as the cleric swings open the rooms door, she steps into the room. Swirling the scarlet cape with the continual flame spell on the lining around to her back so the "flames" swirl up around her, she coils her whip and puts it on her belt. Looking at the target sitting on the bed, she points with the glove in her other hand and says "So, do we talk? or do we move on to other options?" Target sees a Cheliaxian woman, clothed in fire & smoke. Intimadate check? 36... Target says: "ah... what was it you wanted to talk about? I's can be Real Helpful, yes I's can!"

And the Bard player will be impressed - and maybe even try that (or something like it) at his next table. Or as much as he can remember... which will be a lot, 'cause he'll be talking about it with his friends for weeks.

I mean we do this all the time with combat right?
Player A: "I got a 33 to hit with my Kopesh..."
Player B: "and my song adds +2 to hit and damage!"
Player A: "35 to hit then"

and which is a better judge response?
#1 Judge: "so, how about some bullet points on how you do that? Give me something to work with here... do you do a sideswing thrust, or overhand chop? 'Butterfly in Flight' with a 'Stong Breeze' finish? what? give me something to work with here! and you Bard, how are you boosting? A rousing martial tone? or what?"

#2 Judge: "With the rousing strains of the Bards 'Ballad of Fire', you locate a weakness in the monsters steal hard carapace to thrust your sword into it's thorax. Greenish ickier flows down your blade, and with a savage twist you recover your blade and resume your guarded stance by the door - blocking the beast from reaching your companions.

(normally we get something like Judge: "Ok you hit, what's the damage?")

trying to expand this into other types of skills, not just Charisma/social skills:

so, can my PC have a bonus on the:
- "To Hit" and "Damage" rolls if I (the player) can actually demonstrate a fencing routine?
- day job rolls as a Cook, if I bring cookies to the game (something I have done several times for my character with profession cook)
- Disable Device roll for actually having lock picks, and demonstrating how they work?
- Knowledge rolls for being able to quote from the Bestiary entry about the monster we just encountered?

as long as I do the above "In Character" - with a "Character Voice"?

not sure if I should really post this ... figure I'm just going to get flamed again...

Grand Lodge 4/5

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Pathfinder Adventure, Rulebook Subscriber

Thank you for reminding me of that insight nosig. We have some new players intending to show up this weekend and it is good to have that fresh in my mind.

Silver Crusade 3/5 5/5 Venture-Lieutenant, Online—PbP

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Nosig, I can understand where you are coming from with this; in certain groups or settings I might be that shy player. The only thing I would want to add is that there is a 2B option for the GM. He or she could say something like "Ok, we'll make this work. Can you tell me out of character a few things your character would like to mention?" If the shy player doesn't add anything after a short pause, the GM can look around the table and ask if anyone else has any ideas. And then just ask the player if they want to include those (yes or no is enough). And then weave the story together as you indicated above.

This approach very gently encourages a shy player to contribute more if they want, but without pressure. And it lets the other players help, if they want, but leaves the shy player as much in charge of her character as possible.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
nosig wrote:

crud... missed my will save again. These threads pop up every now and again, and they are a bit of a hot button for me. ok... sounds like time to trot out one of my wife stories again...so please feel free to skip my rant below... it's just an old gamer being set in his ways...

** spoiler omitted **...

nosig, you bring up excellent points that every GM can learn something from. I know it's more responsibility on a GM's shoulders but helping players feel fabulous, powerful and rad in every situation is just as much part of a GM's job as adjudicating challenges.

5/5 5/55/55/5

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Okay, but you didn't think that running a face character when the usual setting is talk in character was going to be problematic?

Quote:
I've seen judges "hold her to the task" and say "What EXACTLY does your PC say?"

Some scenarios almost call for this. They have bonuses and penalties for things that you mention or don't mention ,including entire attitude shifts (which i don't know if authors realize it or not, is an auto fail in some situations)

Quote:
Anyone else trying to help her (me, or any other player), to defuse the situation, was hushed by the judge ("you're character isn't there!")

The dm is absolutely right. Your character is not there. Your character can't tell them anything baring circmstance, creative role play, or setting up a telepathic link in advance.

(I once had a character with the perform skill take over the band to give a struggling character hints at a party

*we're here for that shiny green emerald* *cha cha cha*
*the one they said wasn't for sale* *cha cha cha*
"we're here for that shiny green emerald" *cha cha cha*
"so get him to tell us that tale..." *cha cha cha*

Quote:
Not many judges are that bad, but some are almost as bad - without even realizing it. She's good enough at the rules to realize after the game that she failed a check by the 2 points the judge reduced her check result by

Unless she has memorized the scenario there is no way to "just be good enough" to do that. Diplomacy checks are modified by the targets starting attitude (which you can guesse with some DMs but not know) and their charisma modifiers (which you don't know) and mentioning or not mentioning other things (which you don't know)

Quote:
Holding her to every word that she utters, ever stutter, every facial expression.

And you can't do this without mind reading.

This isn't as simple as the bad dming you'd like to present it as. You have a very unusual situation and have to try to work with the dm about if before hand, not in the middle of the game.

The dm is NOT (neccesarily) a moonlighting social worker or a mind reader. Geeks are notoriously bad at the kind of social signals you want them to pick up on.

Quote:


o, can my PC have a bonus on the:
- "To Hit" and "Damage" rolls if I (the player) can actually demonstrate a fencing routine?

No, but you CAN get your character and the party lots of allies if you can play chess of moving, delaying, and waiting for flanks, buffs, and trips. Smart play is definitely rewarded here (for the first round of combat and a few levels anyway)

- day job rolls as a Cook, if I bring cookies to the game (something I have done several times for my character with profession cook)

I will take cookies as a +2 on ANY roll.

- Disable Device roll for actually having lock picks, and demonstrating how they work?

If you can work a good description into the device i'm describing, sure.

- Knowledge rolls for being able to quote from the Bestiary entry about the monster we just encountered?

No, that would be metagaming, because that book doesn't exist for your character. Showiing me a chronicle sheet where you fought the Grassy Knolls of the Grassy knoll before would work though.

The Exchange 5/5

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more rant - spoilered to save space:

I've been playing Role Playing games for more years than many of our players have been alive. I can "smooze the DM" as much as the next guy... but when it comes to the mechanics of the game - it sort of bothers me when the judge gives me a bonus, when the 10 year old girl beside me did just as well on her roll as I did on mine... and I succeed and she fails. The difference? I'm playing the game the way the Judge wants me to (because I'm more experienced at it - and more comfortable acting in front of people). Kind of feels like we are saying to that kid "you're having bad-wrong-fun" - "you're playing the game wrong". I, personally, don't like that aspect of our hobby. Where we are "teaching someone HOW TO PLAY RIGHT"....So if it's all the same to you, when I'm at your table, please don't give me a RP bonus when I "smooze the DM" and "play to my audience" ... the reward I am getting from "the most brilliant role-playing exposition" when I speak in character voices and do a little method acting is the fun I get from the DOING it... the fun I see on the other players faces when they watch me do it. The laughs...

Because you know what? Sometimes we role play, sometimes we roll play. And it's all part of the game.

Players even play different at different times...

I like to see players having FUN their own way. I don't need to force them to do it my way.

Sometime, early in a CON, when I'm really in "the zone", I can play a conman that would pull a bluff on Razmir himself!... other times, I'm down and not really feeling it - in need of caffeine perhaps, and I just need to roll the dice and read off the numbers.

A GM that can play to both, and recognize when he/she needs to do one and/or the other (perhaps with different players at the same table at the same time) impresses me greatly. Often in PFS I'm impressed.

So, IMHO, when we give player X a bonus for his (the players) performance, in a way we are also penalizing someone for being shy, or tired, or young (and shy), or rushed, or ...so many other things... because they do not play the game the way we think they should. They are having fun "the wrong way".

Do we do the same thing for someone who just rolls her climb skill checks? or her swim? Does she have to say "I'm doing a 'dog paddle' over to the wall and try to climb out... ah... using both hands to boost me out of the water and the wall as leverage." Should she take us down to the hotel pool to show us HOW her character does that swim check? (realizing here that my wife would do MUCH better at this - as I can't swim and she is a Water Aerobics instructor.)

How about in combat? should we penalize someone for just rolling the attack - without stating HOW they are attacking? Does a player who is a fencing master (or at least LOOKS like one) get a bonus if he pulls a rapier and flourish's it about?

Diplomacy (all the social skills in fact) is just another skill check - to say "If they role-play greatly, I give a modifier because they entertained me. If they choose not to role-play the conversation, they don't get the bonus, and will likely fail" or "If they dance poorly, I give no modifier..."...

Sorry for the Rant... Returning control back to you

The Exchange 5/5

Here's a side note... just my opinion, and we all know how much that's worth...

I have noticed that the rules in Ultimate Intrigue seem to be an attempt to turn the Role Playing aspect of our game into a set of Rolls. To convert the Role Playing into Roll Playing.

Perhaps I'm wrong, but that's how it seems to me.

Change Social Encounters into Social Combat - with dice rolls...

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