d20 Second World Simulations Skill Focus Talking.pdf

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Skill Focus:
Skill
By Steven Palmer Peterson
Contents
Introduction...................................................................................2
Bluff..............................................................................................5
Diplomacy.....................................................................................9
Intimidation.................................................................................13
Sense Motive...............................................................................16
Gamemastering Talking Scenes..................................................18
Conversion Notes........................................................................19
Open Gaming License.................................................................21
“Requires the use of a Roleplaying Game Core Book published by Wizards of the Coast, Inc.”
Designation of Product Identity: Second World Simulations, and the names Talarn, Harlan, and Makya are
designated as product identity.
Designation of Open Content: Subject to the Product Identity designation above, all other text is designated
as open content.
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Second World Simulations
Introduction
Scenes where the players and gamemaster get into
character and act out their various parts put the
roleplaying in roleplaying games. They are fun and
allow for a kind of immersion that can make for
memorable moments. However, they can also pose a
problem.
effects and the dificulty of implementing them.
In some cases role-playing abilities can be used
against players (such as lying or noting what
is important to the player) but in many cases
these abilities cannot be role-played well by the
gamemaster. To account for this some ways of
accounting for NPC skills are given toward the end.
On the one hand, it’s a roleplaying scene—and
we’d like to play it out via roleplaying, with players
talking in character and the gamemaster playing the
parts of various other people in the scene.
On the other hand, these scenes are still part of the
game—and we’d like to account for the character’s
skill or talent via the rules mechanics of the game.
The traditional solution has been to talk out the
scene via roleplaying, then have the player roll dice
according to their character’s ability at diplomacy
or blufing. The gamemaster then assigns a bonus
or penalty based on how convincing the roleplaying
part was.
This approach works well enough, but can often be
unsatisfying if, for instance, the roleplaying was
good but the dice-rolling wasn’t. Moreover, if all
the roleplaying amounts to is a modiier to a die roll,
that can make the talking part, which is often the fun
part, feel less important.
These rules take a different approach in an effort to
make it feel more like the character’s skills have a
direct impact on the way the roleplaying of the scene
plays out, without reducing the entire exchange to
a die roll. The idea is to help the player be a better
negotiator, by giving them some special beneits
based on their character’s skills.
The basic premise is that each of the major
interaction skills, Bluff, Diplomacy, Intimidate, and
Sense Motive, offer a variety of special talking
actions . While roleplaying out an encounter, the
player can make a skill check for their character and,
if it succeeds, gain some special beneit during the
roleplaying of the encounter.
For example, if Talarn tells the leader of a barbarian
tribe that Talarn’s group just took out the goblins
in the nearby hills, then realizes that the barbarians
were actually quite friendly with those goblins
(perhaps by noticing all the weapons being drawn),
then Talarn could use the Bluff skill’s Take Back
action to make it as if Talarn had never said that.
Talking Actions Example
Following is an example of how a scene using the
talking actions in this book could work out. Needless
to say, not every roleplaying scene will be this thick
with dice rolling, but it should serve as an example
of how using the actions can supplement and
reinforce the in-character roleplaying—instead of
replace it.
Only one die roll was fudged in the writing of this
scene, and likely not the one you suspect.
* * * * *
Talarn (Cha 20, Bluff +18), a smooth-tongued
sorcerer a couple sides short of a d20, Harlan (Cha
14, Diplomacy +15, Sense Motive +10), a wandering
knight who prefers to solve problems with words
instead of arms, and Makya (Cha 8, Intimidate
+7), a brutal raptor with enough teeth for several
humanoids, find themselves faced with a pair of hostile
and hungry hill giants while chasing Carter Marx,
rogue demon-summoner.
Harlan sees an opportunity to talk their way out of
this and pick up some extra clues on where Marx was
heading, so he performs a Force Listen action from
the Diplomacy skill, rolls a total of 23, and succeeds.
The GM determines that since the combat hadn’t quite
begun, they’ve got a couple minutes to talk this out
before the hill giants’ hunger gets the better of them.
Talarn promptly blurts out “you gaffers there, you
really should bathe more often if you want to stay
around the movie set”. Everyone gives him an odd
look—the giants realize that they might have been
insulted, and Makya gives Talarn a “I’m going to eat
your familiar first, then you, if you screw up again”
look—so Talarn recovers and attempts a That’s Not
What I Said action from Bluff, rolling a natural 1, for
a total of 19, thus failing. Talarn tries to pass it off as
something about baking but the hill giants distinctly
remember the word “bathe” in the dialogue, and have
such a powerful aversion to the concept that they step
into nice reach and attack of opportunity range.
Makya thinks he might just skip the raven appetizer,
These talking actions are the essence of the book,
and included in the following sections with their
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Skill Focus:
but first he needs to survive this. So he tries to
play it safe with a Show True Nature action, from
Intimidation—rolling a total of 21! He could have
gone for the Play Up Reputation. At any rate, the hill
giants now have a clearer idea of what kind of damage
these strange folks can cause—which is quite a bit
given that they’re around 9th level. It’d be tight, for
both sides, and maybe talking some more isn’t such a
bad idea.
Harlan’s player thinks that a little private pow-wow
would be useful here, and performs a Quick Conference
action (rolling 25 total). That gives the players a few
minutes to think out and discuss their negotiation
strategy. After they’ve agreed, we return to the
negotiation where we left off.
Makya starts with a Gain The Edge action. Since
his Charisma is only 8 and this is his second talking
action he suffers a –5 penalty on the check—it’ll be a
long shot, but worth it if the dice come up right. And
the die roll’s well, natural 20, for a total of 22, just
beating the hill giant’s passive opposed check of 21
(10 + 12 for hit dice +4 for Large size –5 for action
modifier)! This means that if the hill giants start
something, the heroes will almost certainly go first—
thus giving the hill giants a little more motivation
to conclude this thing peacefully. Makya won’t be
making any more checks this scene, since he’s up to a
–10 penalty.
Some regular conversation follows wherein the players
discover that the giants did see Marx pass by, but don’t
feel any pressing desire to let their potential dinner in
on this information.
Makya reminds them that this dinner has teeth, then
Talarn steps up to the plate and suggests that maybe
everyone can walk away from this having profited—
but figures it’d be more convincing coming from a hill
giant. So he lays down an Idea Ventriloquism (total
35), which is particularly easy since the idea is a good
one.
To the giants, it sounds like one of them floated this
notion, and they’re already inclined anyway, so now
it’s time to close the deal.
Harlan could try a Float Offer, to pin down the price
they’ll have to pay for the Marx info, but figures
they’ll be able to afford it whatever it is, so instead
tries to play off the info regarding Marx as minor,
i.e. performing a Devalue Information action. This
is Harlan’s third talking action, but he suffers no
penalties yet since he can perform 1 + 2 (his Charisma
bonus) talking actions before the penalties start setting
in. A roll of 9 + 15 = 24, enough to get the cost down
a bit more, and they avoid the battle while getting the
info for a pouchful of gold.
Talking Fatigue
“No More Talk!” — anonymous barbarian
Barbarians aren’t the only ones who get tired of
talking—they just express their feelings more
succinctly.
You can execute up to 1 + your Charisma bonus
talking actions each day without penalty. However,
each subsequent talking action incurs a cumulative
–5 penalty. All the special actions in this book are
considering talking actions, even the Sense Motive
ones. And they all fall under the same group—i.e. if
you perform two Bluff actions and one Diplomacy
action then you’ve performed three total talking
actions.
If you break off the negotiation with a particular
individual or group, then start it up again during the
same day, then the later portions of the negotiation
count as a continuation of the earlier portions, unless
something signiicant has happened (such as saving
the character’s life or property).
A new negotiation with a different group or
individual, even if during the same day, keeps track
of its own Talking Fatigue.
Note : Even a mildly skilled negotiator should
be able to use two or three Talking Actions per
conversation without penalty.
Favor Ranking
When interacting with others you’re typically trying
to get them to do something for you, and may
have to offer a favor in exchange. In order to help
determine the reasonability of these transactions you
can use the following chart (based of the dificulty
modiiers for the Bluff skill).
Each Favor is assigned a rank based on the risks
and costs the target incurs in providing it. In many
cases this is the direct cost to the target—their risk of
being caught and put in jail or ired, and so on.
However, the cost can also be to an agenda the target
favors. For instance, a believer in the importance of
law and order would consider a favor that results in
a moderate violation of justice as at least a moderate
favor. And, of course, people often value the well
being of their loved ones more than their own well
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Second World Simulations
Table 1: Favor Ranking
Value
Favor
Modiier
Inconsequential The favor doesn’t cost the target anything.
Examples : actually doing the job that they’re supposed to do; picking up
something for you at the store if they’re already going anyway; baseball scores;
the names of well known members of the military command structure.
–5
Minor
The favor incurs some mild annoyance.
Examples : having to ill out or expedite some paperwork; going out of one’s way
during a trip to deliver something; a soldier’s name and rank.
+0
Moderate
The favor places the target or one of the target’s agendas at some risk.
Examples : getting caught could result in a demotion or temporary suspension at
job; could get in minor trouble with police; the password that an army group’s
scouts use.
+5
Signiicant
The favor incurs a signiicant risk against the target’s interests.
Examples : loss of a job; getting thrown in jail; the target’s signiicant other might
leave them; state secrets; an overview of an army’s attack plans.
+10
Incredible
The favor incurs a large risk against the target’s vital interests.
Examples : risk losing their life, or the life of a loved one; risk causing grievous
harm to a principle they hold dear; place in danger top secret national plans, such
as the Manhattan Project or the location of the ring-bearer.
+20
being.
Information Values : Information also has a value
and asking for it can be treated like asking for a
favor. Since information often doesn’t involve direct
risk to the person giving it, pay particular attention
to how giving up that information might impact the
target’s agenda or people the target cares about.
If giving up the information also violates a creed,
such as “don’t be a rat” then typically adjust the
effective Favor rank up by one level.
give up the favor if they knew for certain that, for
example, the Manhattan Project would be wiped out
if the target acquiesced. However, if there’s only a
risk that the outcome will occur, then the target can
convince themself that luck will break their way and
it’s okay to give up the info. If the bad outcome is
more certain, knock the Favor rank up another notch
or two.
The Skills
Each of the primary interaction skills is included on
the following pages. The skills include their standard
rules (from the SRD) for ease of reference, and are
paginated so that you can print out just the details for
the skill that interests you.
Talking Action Format : The talking actions
have a header that includes their name and the
dificulty class of the action, such as [DC 20/+0].
This indicates that the DC of the check is 20 or as
determined by the opposed check +0, whichever is
higher.
The Value Of a Good Is It’s Value In The
Marketplace : While the primary determiner of the
rank of a favor is its cost to the person granting the
favor, a sharp negotiator will also judge its value by
how useful it is to the person making the request.
You can gauge the apparent value to the person
making the request using the same table, but treat
risk as, instead, probability of achieving goal.
Then, if the value of the favor to the petitioner is two
or more levels higher than the value of the favor to
the target, increase the target’s favor ranking by one
level.
Modiier : Each favor rank is also given an
associated modiier based on the modiiers for the
Bluff skill. These are collected here so that the GM
can easily apply them to other circumstances as the
GM sees it.
Note : At the extreme end, people might never
Unless otherwise noted, use the standard opposing
skill for checks: i.e. Sense Motive for Bluff and vice
versa, or a modiied level check for Intimidation.
Diplomacy checks are often un-opposed, but use
Sense Motive if nothing else is speciied.
Normal uses of these skills (from the SRD) don’t
contribute to Talking Fatigue unless the gamemaster
rules otherwises.
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Skill Focus:
Bluff (CHA)
Check: A Bluff check is opposed by the target’s
Sense Motive check. See the accompanying table
for examples of different kinds of bluffs and the
modiier to the target’s Sense Motive check for each
one.
Favorable and unfavorable circumstances
weigh heavily on the outcome of a bluff. Two
circumstances can weigh against you: The bluff
is hard to believe, or the action that the target is
asked to take goes against its self-interest, nature,
personality, orders, or the like. If it’s important, you
can distinguish between a bluff that fails because the
target doesn’t believe it and one that fails because it
just asks too much of the target. For instance, if the
target gets a +10 bonus on its Sense Motive check
because the bluff demands something risky, and the
Sense Motive check succeeds by 10 or less, then the
target didn’t so much see through the bluff as prove
reluctant to go along with it. A target that succeeds
by 11 or more has seen through the bluff.
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. Bluff, however, is not a suggestion spell.
A bluff requires interaction between you and the
target. Creatures unaware of you cannot be bluffed.
on your Bluff check. Against a creature of animal
Intelligence (1 or 2) it’s even harder; you take a
–8 penalty. Against a nonintelligent creature, it’s
impossible.
Feinting in combat does not provoke an attack of
opportunity.
Creating a Diversion to Hide: You can use the Bluff
skill to help you hide. A successful Bluff check gives
you the momentary diversion you need to attempt
a Hide check while people are aware of you. This
usage does not provoke an attack of opportunity.
Delivering a Secret Message: You can use Bluff to
get a message across to another character without
others understanding it. The DC is 15 for simple
messages, or 20 for complex messages, especially
those that rely on getting across new information.
Failure by 4 or less means you can’t get the message
across. Failure by 5 or more means that some false
information has been implied or inferred. Anyone
listening to the exchange can make a Sense Motive
check opposed by the Bluff check you made to
transmit in order to intercept your message (see
Sense Motive).
Action: Varies. A Bluff check made as part of
general interaction always takes at least 1 round (and
is at least a full-round action), but it can take much
longer if you try something elaborate. A Bluff check
made to feint in combat or create a diversion to hide
is a standard action. A Bluff check made to deliver
a secret message doesn’t take an action; it is part of
normal communication.
Try Again: Varies. Generally, a failed Bluff check
in social interaction makes the target too suspicious
for you to try again in the same circumstances, but
you may retry freely on Bluff checks made to feint
in combat. Retries are also allowed when you are
trying to send a message, but you may attempt such
a retry only once per round.
Each retry carries the same chance of
miscommunication.
Feinting in Combat: You can also use Bluff to
mislead an opponent in melee combat (so that it
can’t dodge your next attack effectively). To feint,
make a Bluff check opposed by your target’s Sense
Motive check, but in this case, the target may add
its base attack bonus to the roll along with any other
applicable modiiers.
If your Bluff check result exceeds this special
Sense Motive check result, your target is denied its
Dexterity bonus to AC (if any) for the next melee
attack you make against it. This attack must be made
on or before your next turn.
Feinting in this way against a nonhumanoid is
dificult because it’s harder to read a strange
creature’s body language; you take a –4 penalty
Special: A ranger gains a bonus on Bluff checks
Table 2: Bluff Examples
Example Circumstances
Sense Motive Modiier
The target wants to believe you.
–5
The bluff is believable and doesn’t affect the target much.
+0
The bluff is a little hard to believe or puts the target at some risk.
+5
The bluff is hard to believe or puts the target at signiicant risk.
+10
The bluff is way out there, almost too incredible to consider.
+20
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