Basically, if someone tries to deceive other characters through interaction, it comes down to the player's skill to employ it and not the character's, and it should be the characters skill at deceiving others and not the player's because its the character who's attempting to deceive and not the player as the player isn't in the game world. Furthermore, it would be up the other player's abilities and skill to see through the deception, which again should be the player's character's skill and not the player's.
Normally one would have to roll bluff to attempt the deception and the ones being deceived are entitled to a sense motive skill check. But making the bluff roll immediately will make other players aware that someone is attempting at some deception - which can be metagamed on, even if the sense motive roll is made, successful or not, any one in the area would be able to see the roll being made, and thus would know that this character could be an untrustworthy type, even if they're not participating in the interaction with the character.
This is a roleplaying game, so naturally it can only be our character's abilities, skills and powers it can rely on, anything else would be wrong and quite frankly against the rules, and if it would rely on our skill's and abilities as a player rather than the character we play, then we would be violating the rule about playing our sheet accordingly.
Some people say that they don't give any indication of deception with the exception of emotes that fit the deception they're attempting, and that others should do the same. But this is precisely where it goes wrong, because this is now the abilities and skills of the deceiving and those players that are being deceived, where it should be their character's abilities and skills it should rely on.
The player who is attempting the deception uses an action that is specifically made to do the deception check as follows:
- The Deception Check:
- Check which characters are within range to be considered a participant to the deception.
- Call a SECRET bluff check for the deceiving character.
- Call a SECRET sense motive check for the participants of the deception.
- Any motive sensing participants in the deception check will be depending on their result SECRETLY be notified whether their character found the character to be sincere or not. If the result exceeds the deceiving character's total then the notification wil be something similar to: "'character' doesn't seem to be sincere". If the result doesn't beat the result of the deceiving character's roll, the notification be similar to: "'character' seem to be sincere". 1st note here, none of the players involved will get any notification of their results. 2nd note: The deceiving character's player won't receive a notification of the other character's disposition to the bluff.
- Determine total modifers for the DC: Take the total Bluff modifier of the deceiving character and divide by 10 round down. Example: 114/10 = 11
- Determine Actual DC: 12+divided bluff modifier. Example: 12+11 = DC 23
- All Motive Sensing participants rolls with their sense motive modifier divided by too. Example: 1d20+7 = 20% chance of beating the DC of 23.
- Rest is handled as per the suggestion above.
2nd note: The actual divider could be changed but 10 seems like very good value.
3rd note: Rounding up or down could affect the actual result and should also be considered when testing to find the correct balance.
An example of how the above could look ingame:
Bob: "He ambushed me and I merely defended myself" looks at the body then back at the guard "See he managed to cut me" removes his hand from his side showing a bad cut "See? I'm innoncent!"
Message from system: Bob seems sincere.
Note: Here its assumed that there were only 1 other participant to the deception - the deceiver and motive sensing character.
So with this example, the character could for instance ask if can assist Bob in getting some medical help, or have Bob elobarate on what actually happened even if the character believed Bob, with the latter case it would result in another deception check. But the point is that what ever was stated the character can either believe him or not, but he does seem sincere so he would have good reason to believe him but that doesn't mean he has to. Say for instance Bob here was a tiefling, and the character knows that tieflings can be quite untrustworthy, so he's hesistant to believe Bob so asks him to elaborate on the event that took place.
I know secret rolls and notifications are certainly possible with the engine and there are no actual good reasons why this shouldn't be in the game already. This can implemented in several ways, the best way would be a deception mode that should be enabled when attempting to do so - it could be enabled through the GUI context menu OR be put along with the other modes OR both. Another option is to make it as a "Bluff language" that is used the same way as with voice entry when speaking in a different language, with the exception that it will call the deception check once the message is sent. If the voice entry method is used I would say its necessary to have a deception check box, because without it one would be attempting to deceive in the common language.
So why is this a good way to handle it? First of all this, will get rid of the metagaming possibilities that can occur with an overt bluff roll, as it will now be handled completely secret, where its normally only DM's who can do the secret rolls. So this also means that the characters can now do deception attempts WITHOUT a DM having to be present, as the players of the characters that was attempted of the deception will only get the secret notification IF their character's abilities and skill at the time of the deception, was enough to foil the deception attempt.
As this forum is NOT for pseudo intellectual fencing/debate battles on who can school whos in the funniest way with memes or get the cool kid trophy for the day for the best joke or throw away comment, so this is a little reminder on how to properly engage on forums. Please only add constructive criticism, ideas and proposals that will further development the idea process productively. Please be respectful and thoughtful with your reponses. If you cannot or will not comply to any of the above, then its very simple do not engage in this thread as your responses will not be welcome then! If you have questions, need something elaborated or expanded on, then please do ask respectfully.
// Inc.
[EDIT]
Some clarication on what this actually would do, as its being attributed some things that would be quite far from how it would be and what it actually does. Also, it should be assumed that the rules are changed so that by rule when direct attempts at deception are being made one has to use the deception mode feature.
The suggestion does not enforce any of the participants to the deception to believe anything that was said. What it does is reflect the characters disposition to the character's deception. The disposition to the deception is basically if there is reason believe it or not. So for instance if things was said that the character knows is not correct but the deceiving character seemed sincere, then the character could try to correct the other character. Simply put, just because the deceiving character seems sincere, doesn't mean that he/she is correct, and if one knows that it contradict existing information, that doesn't make the other character liar or that one has to believe every word, but one would be more inclined to do so. Especially when what was contradicts existing information or reality, one could very easily ask where he/she came about this knowledge. So if the deceiving character would respond with yet another deception, then the character would either find him/her to be sincere or not and then continue from there. To note here, alot of elaborate acting could very easily take place here.
A note in regards to potential mechanical exploits and mechanical god-modding, some have expressed a concern in relation to. This cannot be mechanically exploited to achieve some form of god-modding, because all it enforces is a disposition towards the deception that took place, as to whether or not the deceiving character seems sincere.