Rpg problem

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Rpg problem

Postby drkguy3107 » Sat Sep 17, 2011 5:37 pm

I need help on something.

If a player is lying to an NPC it is a deception vs. empathy check (bluff vs. sense motive).

But what is the roll if the NPC is asking something and the PC is telling the truth? Just because I'm honest doesn't mean people believe me.
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Re: Rpg problem

Postby Daeruin » Sun Sep 18, 2011 7:42 pm

I think what matters is what you're TRYING to do. If you're trying to tell the truth, it's probably diplomacy. Then if you fail, they thought you were lying! You might give the character a penalty on the roll if he's known as a liar.
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Re: Rpg problem

Postby drkguy3107 » Mon Sep 19, 2011 5:51 am

They are trying to tell the truth, but how would that be diplomacy? Diplomacy is just to make someone like you more.
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Re: Rpg problem

Postby Daeruin » Mon Sep 19, 2011 4:27 pm

In my games, I use Diplomacy for more than that. Bargaining, persuasion, gathering information. I'm playing Pathfinder, though. It probably depends partly on what game system you're using and the rest is GM discretion. Is there some other skill besides Bluff and Diplomacy your characters might use? What skill would you use if the PCs are trying to convince someone to do something?
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Re: Rpg problem

Postby drkguy3107 » Mon Sep 19, 2011 9:48 pm

I have an influence system in my game, I make human interactions into a big part of my game. I have the skills perform, diplomacy, intimidate, and investigate.

If the players want to convince someone to do something then they would make an influence check, but that is a check using a number based on how much the guy likes you. So to convince someone to do something would require a influence check, but I'm not sure convincing someone your not lying counts for that.

You know, I am thinking I will make it a diplomacy check, but against what? A set DC based on how unlikely it sounds?
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Re: Rpg problem

Postby Galloglaich » Thu Sep 22, 2011 12:44 am

In Dying Earth rpg the guy might have something like an innate stubbornness.

I'd use a diplomacy check against their sense motive. If you want to be clever about it, add their skill / wisdom bonus to the players die if he/ she is telling the truth (instead of the other way around if they are lying).

Class and social position and so on have a big effect on this sort of thing. In my campaigns dressing well, being well groomed and having nice stuff goes a long way toward convincing people in general (I grant a Cha bonus based on a little table I made).

Conversely unkempt, ill dressed, and poorly equipped

Finally local etiquette, which could involve a 'knowledge: local' or similar skill check, can have a major effect on this. Greeting someone in the customary way for the district, or better yet in the customary way of someone important (a magistrate, a reeve) could be even better.

G.
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Re: Rpg problem

Postby drkguy3107 » Thu Sep 22, 2011 3:41 am

Would you mind posting said table, I can't decide exactly how to implement dressing well.
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Re: Rpg problem

Postby Galloglaich » Sat Sep 24, 2011 2:21 pm

Ok, but a few caveats:

1) it's incomplete, and 2) technically this is copyrighted to Jean Chandler. I don't mind if you use it for your own campaign but it's probably something I'll develop later and use somewhere so if you use it in anything you publish please ask permission first.

Also the money is in the default DnD financial system which is of course ridiculous. And the charts aren't going to come out right on here of course.

------------------------------------------------------

Appearance Modifiers to Charisma (optional)
Roll each day on Grooming Table or apply direct mods. If using direct mods, the max penalty from all combined is –4 to Charisma, Max bonus is +4 Charisma.

Basic Grooming Modifiers Die Roll
Clothing Mod to Grooming Rolls Or Direct Cha mods
-2 to +2

Rags -2 -1
Minimal Clothing -1 -1
Normal Clothing 0 0
Finery (min value 100 gp) +1 +1
Splendid Noble Attire (min value 1,000 gp) +2 +2

Jewelry 0 to +2
Nothing 0 0
A few trinkets (5 gp or more) +1 +1
A bit of sparkle (50 gp or more) +2 +1
Precious metals and jewels (Min 100 gp) +3 +2
Dripping in Jewels (Min 1,000 gp) +4 +2
Bling-Bling (Min 5,000 gp) +5 +3

Armor and Weapons -3 to +4
Rusty beat up junk -3 -2
Substandard or minimal equipment -2 -1
Normal Equipment 0 0
Masterwork quality Equipment up to 1,000 gp+1 0
Magic up to +2 or Jeweled min val 2,000 gp +2 +1
Magic +3 or better and / or 5,000 gp val +3 +1
Magic +4 or better and / or 10,000 gp val +4 +2

Perfume 0 to +2
None 0 0
Cheap (1 sp per use) +1 0
Fancy (1 gp per use) +2 +1
Fantastic (50 gp per use) +3 +2

Grooming Equipment
No grooming gear -2 -1
Minimal Grooming Kit 5 gp +0 0
Moderate Grooming Kit 50 gp +1 +1
Deluxe Grooming Kit 500 gp +2 +1

Variable modifiers

Conditions –2 to +3
Outdoor, deplorable -3 -1
Outdoor, good -2 -1
Indoor, bad (barn) -1 0
Indoor, moderate (shabby hut or dry cave)0 0
Civilized (decent inn) +1 +1
Palatial (luxury environment) +2 +1

Bathing Increment
Six months or more -4 -2
Three months -3 -1
One Month -2 -1
One Week -1 0
One day 0 0
Today +1 +1

Grooming Time
Less than one minute -2 -1
One minute -1 -1
Ten minutes 0 0
One Hour +1 +1
Three hours +2 +1
Six hours or more +3 +2

Appearance Bonus to Charisma Table
Modified Die Roll (add all bonus or penalties per above plus Wisdom mod)

Charisma Mod
-10 or less -4
-9 to –5 -3
-4 to –1 -2
0 to 5 -1
6 to 12 0
13 to 16 +1
17 to 22 +2
23 to 27 +3
28 or more +4
Max CHA mod for Spells: Change Self +1, Alter Self +2, Polymorph Self
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Re: Rpg problem

Postby Galloglaich » Sat Sep 24, 2011 2:25 pm

What I did with this is let the players keep track of these stats, it kind of has to work on the honor system. I took it from an old computer game I had made a long time ago. Anyway it gives you some baseline ideas to work from.

G.
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