Page 3 of 5

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 6:55 am
by Incarnate
NegInfinity wrote:
Incarnate wrote:but if the deceiving character seems sincere or not
This is not what bluff skill does.
http://www.d20srd.org/srd/skills/bluff.htm
No, that is what the Sense Motive skill does, and its the opposing skill that handless the assessment of the deceiving character's trustworthiness / sincerity.
NegInfinity wrote: A successful Bluff check indicates that the target reacts as you wish, at least for a short time (usually 1 round or less) or believes something that you want it to believe.
Apparently its necessary to reiterate what the skill does with some emphasis on the important words with regards to how it would work in this context.
A successful Bluff check indicates that the target believes something that you want it to believe, at least for a short time (usually 1 round or less).
So while it may be that the character is successful in the deception, its the sincerity part that matters, and the target/s of the bluff has a lot more time to react and think about it than the duration of the effect, where the sincerity part matters a great deal. Because if the bluff is successful, its much more likely that the character will believe the bluff. However due to the rule about players not being allowed to force their rolls onto characters this makes perfect sense, because this makes the character able to freely choose which parts to believe, which it currently also would with the current system. But the current system where its CvC without a DM, it doesn't handle the rolls secretly which has various issues associated with it, which already has been mentioned many times through this thread what these are. There is also the part about having to be character abilities and not player abilities as its CvC and it is a roleplaying game we're playing.
NegInfinity wrote:So it will be:
Bob: I'm Ao the overgod!
Message from the system: Bob seems to be speaking truth.
I would say that sincire/insincire does not even need bluff check.
First of all, there is a very big difference between being sincere and and speaking the truth, furthermore by stating "seems to be speaking the truth" you've made an interpretation for the other player, which isn't allowed as that is the equivalent of forcing the result of the roll onto the other player, its up to the other to interpret and decide on what what means. IF a DM was present it would be handled accordingly and the DM could enforce it, but with Character vs. Character interaction WITHOUT a DM this is the only way it can be handled. So what you're saying there is incorrect. It would be correct if:
Bob: I'm Ao the overgod!
Message from the system: Bob seems sincere!
You got to keep in mind this system is intended for CvC Deception WITHOUT a DM, and as such it NEEDS to follow the rules about ONLY Only a DM may enforce skill rolls and their results and that the skill rolls may be used as guidelines in RP. In this context sincerity is a guideline for trustworthiness, which is specifically what the Sense Motive does when in relation to Bluff being used. So what I've suggested falls perfectly with the lines of how it should be.

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 7:01 am
by CleverUsername123
(deleted)

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 7:09 am
by Incarnate
CleverUsername123 wrote: You don't just do a bluff roll. The person trying to find a lie rolls Sense Motive if they think you're lying, and you roll Bluff against that. Or you just RP suspicious behavior and cut the rolls entirely. There's no need for this convoluted mess.
Again, you're demonstrating you haven't understood or realized what I'm suggesting is capable of and how its supposed to be used. First of all the character NEEDS to do the Deceptive act IN CONJUCTION WITH the deception mode ON! This triggers the secret opposed rolls and secret notification about the sincerity. And there is a need for such a system, without its Player vs Player interaction and not Character vs Character interaction, and not only that the overt rolls causes a lot issues regarding metagaming and it reveals alot of sensitive information about all characters who does an overt roll. You call it a convoluted mess, but you the know sad part? Its all of you who oppose it that make it seem so or interpret it as such, because the suggestion in it self is rather simple, short, precise and falls perfectly within the rules of how it should be. As I told NegInfinity, this is suggestion is for CvC Deception WITHOUT a DM and as such it needs to follow the rules about ONLY DM's can enforce skill rolls and as such their results onto other players.

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 7:16 am
by NegInfinity
Incarnate wrote: First of all, there is a very big difference between being sincere and and speaking the truth,
Bluff is about making people believe you. If you think "they're speaking truth", then you believe it.
Incarnate wrote: Bob: I'm Ao the overgod!
Message from the system: Bob seems sincere!
No, because bob can look sincere on a failed bluff roll. The character will simply decide that bob is crazy.

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 7:23 am
by CleverUsername123
(deleted)

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 7:28 am
by chad878262
Here is the issue with any mechanical iteration with tracking deception... It requires fair play by the deceiver. If the deceiver is going to engage in fair play they will already emote/speak in ways that will give the other player(s) some hint that their PC is maybe not being fully honest. Then the players can decide among themselves if they want to use rolls or just RP mistrust or whatever. A mechanical implementation would just be another button to click that the deceiver either decides to use or not. So it actually changes nothing, and thus is creating work for developers with no net gain.

My personal opinion is anything implemented should have a net gain to fun or enforcement of rules. This would do neither.

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 8:38 am
by Incarnate
chad878262 wrote:Here is the issue with any mechanical iteration with tracking deception... It requires fair play by the deceiver. If the deceiver is going to engage in fair play they will already emote/speak in ways that will give the other player(s) some hint that their PC is maybe not being fully honest. Then the players can decide among themselves if they want to use rolls or just RP mistrust or whatever.

My personal opinion is anything implemented should have a net gain to fun or enforcement of rules. This would do neither.
I'm sorry, it also seems you haven't understood or realized how exactly it is to be used or how it would work, and even why there is a need for it. What you're talking about is in reality player vs player social interaction, which relies on the players abilities and skills and NOT the character's abilities and skills, which it should. Also, we're obligated to play whats on our sheet, but this way EVERYONE can circumvent the need for social ingame skills as they can just employ their own through speaking, emoting and hinting while not being true to what their character actually would possess in their abilities and skills. Likewise the motives sensing character would really be the player's abilities and skills in sensing motives that very likely wouldn't be true to the characters actual abilities and skills. Which means they would be able play their characters with skill levels they don't possess, while efficiently having put those point they should've had their to use needed it their minmaxed powerbuild. This also means they're not playing whats on their sheet. Again, this is roleplaying and we're playing a character, not a character than is an extension of ourselves, this suggestion serves to bring the players more in line with their character's abilities and skills regarding deception and sensing motives. Also, as stated before, this doesn't change anything in regards to how they act out the rp around it or if they believe or disbelieve the deceiver, but it does change one important detail which is significant in relation to their character - is if the their character finds the deceiver sincere or not. It also prevents various issues from happening.
chad878262 wrote:A mechanical implementation would just be another button to click that the deceiver either decides to use or not.
As I've pointed out many times now, this isn't just a button you can press and voila, because it requires and actual act of deception USED IN CONJUCTION WITH IT with it, where all the elaborate acting, and emoting would go. Another thing I've also pointed out many times now, is that one should be enforced by rule to use it when attempting an act of deception, so it wouldn't be all about fair play.
chad878262 wrote:So it actually changes nothing, and thus is creating work for developers with no net gain.
That is actually quite incorrect, and this isn't all black and white either, because this also deals with the issues around metagaming and sensitive information being revealed about characters when overt rolls are made, which is something that ruins the fun for others. Because the rolls and notifications are being handled secretly. So far, all of those who've opposed the suggestion thus far really hasn't tried to work with the idea, as I asked for in the OP, instead been working to shut it down, which seems to stem from people not being interested in this change, not for what it is, but because of the change that would come with it. In my opinion there certainly is net gain.

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 9:35 am
by chad878262
you realize that if a player selects NOT to click your button idea that it's status quo, right? I grasp your idea, but you seem to think having a 'deception' button will somehow cause players to suddenly use it as opposed to what they do now. If a player were willing to utilize the deception button, then they would also be using the bluff roll today. If they are not rolling bluff or otherwise giving some indication they are deceiving another player to allow for sense motive roll then why would they use the deception button? It is up to the player and therefore no different then what we have today.

Rules that can not be enforced are bad rules. If you enforce it against someone who is caught, but don't catch everyone then there is the potential for favoritism... After all if the person 'caught' breaking the rule is buddies with a DM perhaps they avoid punishment. Regardless if this ever actually happened the accusations would be there, which is bad for player and DM Morale. Unless something is able to be tracked mechanically it's a bad idea to place a rule around it.
Play your sheet, for example can be handled mechanically. Accusations that someone was bluffing, unless the bluff is something that can be proven via character sheet is subjective and the bluffing player in most cases could just argue they weren't bluffing.

The one piece of your post I will agree with is the ability to have hidden rolls so the opposition doesn't metagame when you roll bluff. However, without a way to enforce the requirements consistently it still doesn't change my overall stance. In the end there needs to be some level of trust between players because DMs are not always going to be watching. Adding new mechanics like this still requires trust. Trust that the player will use it, because there is no way to enforce it consistently and fairly.

Good to see the response to criticism is consistent across all of your threads though. Anyone who presents you with constructive criticism, with no negativity outside of the mechanical issues with such an implementation is met with "you don't understand, you aren't trying to understand, etc." The fact is, the same could be said to the mirror. There are issues with such an implementation and unless there is a magical way to address them it would be a bad idea to implement. I don't say this last paragraph to start a further negative discussion with you, but simply because if you continue folks are much less likely to participate, give feedback or consider your future ideas. I know I certainly have less desire to read your suggestions with each of your responses, because you accuse others of not understanding or disagreeing with you for the sake of disagreeing. Would be better if you consider and respond to the issues raised.

- How do you enforce such a mechanic consistently and fairly without potential for exploitation or favoritism?

- Does such a mechanic demonstrably enhance RP consistently? Because it is still a button, which players can simply chose not to click. Since it requires someone to click, can you really punish a player for simply 'forgetting' to click it? In this case they would not have actively broke a rule, but passively forgotten to follow a rule. It is one thing when someone chooses to RP a Solar, they are actively breaking the 'play your sheet role'... Having a rule that requires the player to take an action is a different beast, and would be a first.

Edit: Based on the intimidation thread, a potential middle ground might be to create a "hidden bluff vs. Sense Motive" button whereby a player could select another PC and use that skill roll to create a hidden bluff vs. sense motive check. Thereby only providing feedback to the opposing player if the sense motive wins. Now, the issue is it does get more complex since there are modifiers based on how big a bluff it is, so it might require a bit more complexity (as in, a way to add modifiers to the roll based on small bluff vs. telling someone you're actually the Lord of Murder's Avatar). In addition I would still argue this would be for use either with DM oversight or at the discretion of the player committing the bluff. I do not believe it is a good idea to create a rule requiring it due to the issues I stated above.

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 8:06 pm
by Incarnate
chad878262 wrote:The one piece of your post I will agree with is the ability to have hidden rolls so the opposition doesn't metagame when you roll bluff. However, without a way to enforce the requirements consistently it still doesn't change my overall stance. In the end there needs to be some level of trust between players because DMs are not always going to be watching. Adding new mechanics like this still requires trust. Trust that the player will use it, because there is no way to enforce it consistently and fairly.
Its actually reasonably fair that if one is attempting deception that a bluff roll is required, even aside my suggestion, because it is CvC interaction and not PvP interaction. Personally I think it should be by rule that anyone that attempts deception should make a bluff roll and like wise sense motive should, at least for guideline purpose with how their characters could react. There should also be guidelines put up that explains what affects the outcome of the bluff/sense motive so that the players with good reason will know how to apply the circumstances in relation to the roll and how to interpret the result of the rolls. This is from the same perspective I the deception system should be used without a dm present - deceptions should be rolled for by rule, acted out and rp'ed - with or without my suggestion.
chad878262 wrote:Good to see the response to criticism is consistent across all of your threads though. Anyone who presents you with constructive criticism, with no negativity outside of the mechanical issues with such an implementation is met with "you don't understand, you aren't trying to understand, etc." The fact is, the same could be said to the mirror. There are issues with such an implementation and unless there is a magical way to address them it would be a bad idea to implement. I don't say this last paragraph to start a further negative discussion with you, but simply because if you continue folks are much less likely to participate, give feedback or consider your future ideas. I know I certainly have less desire to read your suggestions with each of your responses, because you accuse others of not understanding or disagreeing with you for the sake of disagreeing. Would be better if you consider and respond to the issues raised.
I completely get what your saying but the responses I get to me indicates that what I'm trying to get across isn't being understood correctly or isn't being interpreted so that it gives the same level of realization I have for what I suggested - I'm not saying this to judge anyone or insult anyone, and to be fair for the most part its not been constructive critisism the threads have been getting but flat out opposition that is basically to shut down the suggestion without actually pointing out what the problems could be or is with it it. Furthermore, when there has been constructive critisism I've counter-argued with very good points like how it actually addresses that specific problem - but then I'm met again met with the very same things I've just explained - hence why I feel its not being understood correctly. So I totally get what you're saying and of course will take your advice, but do also understand it from my side of it. Oh and another quite important fact, alot of the people (most are the same) that actually respond to my threads do so in the same manner with flat out opposition with no or very few constructive points and with not much support than their oppion. So while I reply to this, its not further continue in negative a discussion about this, but to shed some light on this from my point of view.
chad878262 wrote:How do you enforce such a mechanic consistently and fairly without potential for exploitation or favoritism?
Simply put, if by rule its made so only by roll will a direct act of deception be legal, because one can be deceptive in many ways where a non-direct wouldn't require a roll - those without CvC interaction, hence why their should be a roll for when making a direct act of deception when CvC. If someone is caught trying to circumvent this and there is proof, but this player goes "free", then honestly its a leadership issue, not an issue with the system. As DM one has the responsibility to adjudicate the rules fairly and reasonably, so if a DM lets one slide "off the hook" then perhaps that one doesn't have enough integrity to be a DM - again, an issue for the leadership to handle. The rules apply for everyone so its in everyones interest that everyone follows them, those that don't is ruining it for others. But aside this, if by rule a direct act of deception is only legal if there was a bluff/sense motive check, then it really doesn't matter if the player omitted it or forgot it, and it wouldn't be any different from how it is when rolls aren't made currently, only those who knows otherwise would be able to know if a deception was taking place or not - which in my opinion is very wrong as characters who are being subjected to bluff/deception is entitled sense motive.
chad878262 wrote:Does such a mechanic demonstrably enhance RP consistently? Because it is still a button, which players can simply chose not to click. Since it requires someone to click, can you really punish a player for simply 'forgetting' to click it? In this case they would not have actively broke a rule, but passively forgotten to follow a rule. It is one thing when someone chooses to RP a Solar, they are actively breaking the 'play your sheet role'... Having a rule that requires the player to take an action is a different beast, and would be a first.
I would say it does enhance rp, because as this would help keep players more inline with their characters actual abilities and skills, but it also gives an indication of if their character would find the deceiving character sincere or insincere based on their character's abilities and skills rather than their own. If by rule its the player's responsibility to follow the rules, and by rule the player is to use the deception mode whenever attempting direct acts of deception then I'd definitely say yes you can punish the player, whether omitting or forgetting, the end result is the same - cheating. Omitting the use of the mode is of course certainly much worse because that is a conscious act of cheating, where as forgetting to use the mode is unintentional cheating, but still cheating. If a player keeps "forgetting" and violating the rules then the player isn't abiding by the rules. The real question is how lenient is the punishment going to be for "forgetting" to abide by the rules be and how severe are they going to be for the one who consciously dishonors and violates the rules? The rules apply for us all, so its a community effort to make sure that we all abide by them. So for instance if a player sees a character engaging in what could look like a direct act of deception but no secret notifcation was received, and one was part of the conversation as with others then the player should remind the player through a PM that acts of deception requires one to use the mode for it. In my opinion I do think this if used the way it supposed to it will enhance RP consistently and it will prevent a lot potential metagaming, which the current system suffers under, including but not limited to, revealing sensitive information about the character's abilities, skills and equipment, etc. when doing overt rolls.
chad878262 wrote:Edit: Based on the intimidation thread, a potential middle ground might be to create a "hidden bluff vs. Sense Motive" button whereby a player could select another PC and use that skill roll to create a hidden bluff vs. sense motive check. Thereby only providing feedback to the opposing player if the sense motive wins. Now, the issue is it does get more complex since there are modifiers based on how big a bluff it is, so it might require a bit more complexity (as in, a way to add modifiers to the roll based on small bluff vs. telling someone you're actually the Lord of Murder's Avatar). In addition I would still argue this would be for use either with DM oversight or at the discretion of the player committing the bluff. I do not believe it is a good idea to create a rule requiring it due to the issues I stated above.
As I've pointed out, my suggestion deals with the perception of the trustworthiness of the statement by the deceiving character, where the character's player can based on the actual things being said, the sincerity, and other things decide if the character should or should not believe it and react accordingly to it. So obviously there has to be some guidelines presented on how to interpret the degrees of the bluff and how to apply it to the actual circumstances, but not in terms of modifiers, but in terms of better judgement on how a character would react.

Oh and another thing I think you (you as in the staff) might want to consider how to deal with, which isn't really in the scope of this suggestion, but by lore and rules, characters who're able to reach what are considered epic actions with bluff and sense motive skills due to high skill levels and through roll can do some things you might or might not be interested in the characters being able to on the server, even mechanics doesn't support it. At least for rp-sake I believe there should be stance on this, because this might not be reflected on one's sheet directly, but wouldn't normally be anyways.

Epic Bluff
  • Instill suggestion in target |DC:60| - This is identical to the effect of the suggestion spell, except that it is nonmagical and lasts for only 10 minutes. It can be sensed as if it were an enchantment effect (Sense Motive DC 25).
  • Display false alignment |DC:80| - The character can fool alignment-sensing effects by displaying a false alignment of his or her choice. Once set, a false alignment remains as long as the character remains conscious and awake.
  • Disguise surface thoughts [DC:100| - The character can fool spells such as detect thoughts (or similar effects) by displaying false surface thoughts. While the character can’t completely mask the presence of his or her thoughts, he or she can change his or her apparent Intelligence score (and thus the character’s apparent mental strength) by as much as 10 points and can place any thought in his or her “surface thoughts” to be read by such spells or effects.
Sense Motive
  • Discern partial alignment |DC:60| - This use of the skill lets a character discern one component of a target’s alignment. When making the check, the character states whether he or she is trying to discern the law-chaos or good-evil component.
  • Discern full alignment |DC:80| - This use of the skill lets a character determine both components of a target’s alignment.
  • Detect surface thoughts [DC:100| - This lets a character read the surface thoughts of a single target (as the 3rd-round effect of the detect thoughts spell). There is no saving throw to resist this effect, though the target can use Bluff to disguise his or her surface thoughts (see the Bluff skill description), in which case this becomes an opposed check (any result lower than 100 automatically fails).

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 8:36 pm
by Sapper Woody
I skipped over the last few posts, because I saw a huge flaw here. What if the character is telling the truth, but has no bluff? Suddenly, the person being told gets a message, "x seems to be lying". Seems to be a huge flaw.

This happened with my character. Fortunately, OOC the person and I communicated. He rolled a sense motive, which I OOC responded with, "I have zero bluff, but he's telling the truth", and the other player reacted accordingly.

With a system like you're suggesting, his character wouldn't have believed mine, even though my character was telling the truth. Heck, no one would ever believe my character, though my character rarely lies.

Beyond all this, with all your threads about mechanically limiting things, it really does seem like you'd be happier on another server. You've made three or four threads about how we should mechanically limit things, because people aren't RPing the way you'd like them to.

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 8:42 pm
by Incarnate
Sapper Woody wrote:I skipped over the last few posts, because I saw a huge flaw here. What if the character is telling the truth, but has no bluff? Suddenly, the person being told gets a message, "x seems to be lying". Seems to be a huge flaw.
If a character is telling the truth, then the player SHOULD NOT use the deception mode - that is ONLY INTENDED for DIRECT Acts of Deception - also known as lying to your face. Also, IF a character is trying to deceive it would not give the message that they're lying or that they're not lying BUT that the character seems or doesn't seem sincere, very, very big difference.
Sapper Woody wrote:Beyond all this, with all your threads about mechanically limiting things, it really does seem like you'd be happier on another server. You've made three or four threads about how we should mechanically limit things, because people aren't RPing the way you'd like them to.
No, this isn't the case, and I think that is very apparent in my responses, that this isn't a matter of how people rp, but a lot of other things which I have made great effort to point out throughout my responses.

Re: Suggestion to handle ingame Deception.

Posted: Tue Mar 13, 2018 9:17 pm
by chad878262
Again, the issue is that we really can't trust that all players (there are hundreds of active players at any given time) to play by the rules and it would be very difficult for someone to prove a player specifically told a bluff without rolling the check. In addition, there are multiple scenarios that would make rolls without DM oversight a bad idea. For example, what is to stop someone from rolling up a toon specifically to hit 80's+ Sense Motive (Hi Lisa! :) <3 )? Now in and of itself no big deal, a great concept, but what if this player is not the role player that Lisa or Incarnate is and just goes around asking every PC they run in to "Are you a Harper?" and then crying foul when people don't roll deception? There is a reason skill rolls require DM oversight and I really don't think that to change.

I still do think your idea has merit, just like the counter intimidate roll suggestion. There should be a way to roll hidden bluff vs. sense motive, but that should still only be enforceable by DM's.

Re: Suggestion to handle ingame Deception.

Posted: Thu Mar 15, 2018 6:39 pm
by Incarnate
chad878262 wrote:Again, the issue is that we really can't trust that all players (there are hundreds of active players at any given time) to play by the rules and it would be very difficult for someone to prove a player specifically told a bluff without rolling the check. In addition, there are multiple scenarios that would make rolls without DM oversight a bad idea. For example, what is to stop someone from rolling up a toon specifically to hit 80's+ Sense Motive (Hi Lisa! :) <3 )? Now in and of itself no big deal, a great concept, but what if this player is not the role player that Lisa or Incarnate is and just goes around asking every PC they run in to "Are you a Harper?" and then crying foul when people don't roll deception? There is a reason skill rolls require DM oversight and I really don't think that to change.

I still do think your idea has merit, just like the counter intimidate roll suggestion. There should be a way to roll hidden bluff vs. sense motive, but that should still only be enforceable by DM's.
True we can't trust every player to abide by the rules, though there won't be hundreds of players in the game at any one given time as the server only supports 96 players as far as I'm aware. Granted we can't prove if someone is deceiving without rolling a bluff check, but how would that be any different from what we have now if I player didn't do the bluff check? Now its bluff that triggers the sense motive roll, not the other way around. Currently as it stands the suggestion is around a deception check, not a sense motive mechanic. Personally, rule or no rule, if people omit to use the bluff roll when making a direct acts of deception are made its only to make it more difficult for others to know they're being deceived, which really is an attempt to cheat. But like I said, not using the deception mode is the equivalent of not making the overt bluff roll, so how would that be any different from what we have now? As far as I tell, there isn't any difference at all, but with my system in it would the very least give the option to make the secret rolls and notifications about the sincerity, which in my opinion is a step up.

With regards to bluff being enforced I really think it should be without DM's present, as deception is very fundamental to a lot of rp, and the sense motive part being enforced, doesn't enforce the other character to believe the deception, it just gives the player an indication of if his/her character would find the deceiving character sincere or not and is still free to believe or disbelieve any parts of the deception. Which is very different from what you have now. Because say you have a character with a sense motive of 0 but the player has something like 80, this player would use his/her own motive sensing skills and not the character and so the player wouldn't play it in line with his/her character's abilities and skill, and thus would be rp'ing his/her own ability and skill where it should've been the character's.

Re: Suggestion to handle ingame Deception.

Posted: Sun Mar 18, 2018 8:05 am
by Cenerae
None of this is necessary or relevant.

If your character is lying, RP it out. Don't just turn it into a mechanical roll. Mechanically enforced RP is dull and turns the outcome into nothing more than a single dice roll.

If you're worried about metagaming, then don't give them blatant hints. It's that simple. Leave bluff rolls to be called for by DMs where appropriate. It's more enjoyable for everyone that way, and then nobody needs to code in a system to 'enforce' it. Just be a good RPer and give some small clues here and there so that the other players may figure it out if they're paying attention. That should be far more rewarding than 'oh well I won on this mechanical dice roll so now you have to do what I say', or 'well you gave me no reason to disbelieve you but I know you're lying.'

Re: Suggestion to handle ingame Deception.

Posted: Sun Mar 18, 2018 2:13 pm
by metaquad4
Cenerae wrote:None of this is necessary or relevant.

If your character is lying, RP it out. Don't just turn it into a mechanical roll. Mechanically enforced RP is dull and turns the outcome into nothing more than a single dice roll.

If you're worried about metagaming, then don't give them blatant hints. It's that simple. Leave bluff rolls to be called for by DMs where appropriate. It's more enjoyable for everyone that way, and then nobody needs to code in a system to 'enforce' it. Just be a good RPer and give some small clues here and there so that the other players may figure it out if they're paying attention. That should be far more rewarding than 'oh well I won on this mechanical dice roll so now you have to do what I say', or 'well you gave me no reason to disbelieve you but I know you're lying.'
Ditto to this.