olivier leroux wrote...
In my opinion Persuade, Bluff and Intimidate are basically the same skills in different disguises.
Absolutely agree. It's much better in Dragon Age, where mostly this stuff is handled by a single skill.
So I feel there's an imbalance in the relation of how accessible Persuade/Bluff/Intimitade are to all PCs on the one hand and the nearly monopolistc importance of these skills for a satisfactory storytelling and roleplay experience on the other hand.
I know that a lot of people disagree but I usually find the deployment of these skills in *traditional* roleplay in NwN to be a bit cheesy and/or plastic, and their apparent requirement by many players really cuts down a modder's options. Story-driven modules with an emphasis on combat, for example, which seems to be most folks fave type of module, are particularly problematic for both designer and player. A player can be provided items to help, perhaps, but that seems a bit contrived. The higher the character level in a story-driven hack/slash, the worse the problem becomes.
I absolutely disagree that such checks should have a low DC. Why bother having them if it's going to be so artificial? However, you might also ask why have them at all, particularly in a combat-oriented module, if players are almost certain to have chosen combat/stealth-requisite skills at level ups for entirely pragmatic reasons (ie survival).
Btw, the module the OP is talking about is my own, Caereena - Krakona Rising...
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There's a very difficult persuade/bluff/intimidate check at a certain point in the module. I tended not to use these checks often, at least not overtly, primarily because of the type of module it is and my general aversion to them anyway, believing that real story delivery doesn't actually require them, that they're largely artificial anyway. However, in this particular instance, without spoilers, there is a bad guy, a particularly ruthless one, who has a confidence problem regarding something, and that the situation might be exploited if the PC is sharp-tongued enough. Money or spell solutions simply won't cut it. Given the nature of the bad dude the check had to be very high, and given the nature of the mod success was obviously going to be difficult for the majority of players. I attempted to write it in that success was a very long shot, and the the scenario made that abundantly clear also, but obviously when there is a chance of success, especially when the stakes are a matter of life and death for someone, then it's reasonable for players to expect a realistic chance of siad success.
It was a very tough design scenario, precisely because of the skill mechanics in NwN/DnD...
I think problems arise when you want to make your module enjoyable for
as many different classes as possible and incorporate many different
playstyles but then give only these three options to successfully master
a critical situation, as if that would cater to all kinds of
characters: the bluffers, the persuaders and the intimidaters. Actually
it only caters to one kind of player though, the one who anticipated the
need of sacrificing points to the social skills. And if you set the DC
too high, some classes are at a serious disadvantage.
Yep, you're right. It was a very fair critique of the particular scenario in CKR. To be truthful, in the end I came down on the side of general story flow ie I was happy enough for players to fail the check, and the innocent to suffer the consequences, if perhaps it steeled the players resolve against one particular side of the general conflict.