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| ©2016 Bethesda Softworks (ZeniMax Media) |
Let’s first uncouple Deception from Charisma and treat it separately. Roll 3d4 for the base lying skill. This should yield an average lying talent of 7-8 vs. d20 skill checks (a roll of 1 always succeeds; a roll of 20 always fails). Then apply Tier 1 modifiers to the liar’s base skill score:
−3 for paladins
−1 for mystics
−1 for lawful* characters other than paladins (*) LG in other game versions.
+1 or more for a well-crafted/roleplayed and credible tale with verifiable evidence
−1 for a lie greater than a trivial untruth
−2 for a bigger and questionable lie
−3 for a tall tale
Tier 2 Modifiers (Liar and its Marks)
+/−1 for every 7 experience levels or HD (so, at levels 7, 14, 21, and 28)
+/−1 to 3 for one of the highest of Charisma, Intelligence, or Wisdom attribute bonuses
+/−2 for thieves and “roguish” characters in general (incl. bards and courtesans)
+/−2 with the Deception skill or equivalent
Tier 2 bonuses apply to the liar. Penalties reflect the mark’s discernment.
Example: A level 1 thief with a base skill score of 7 attempts to fast speak while facing a red dragon. The thief’s modifiers are −3 for tall tale, +2 for the thief class, +2 Charisma bonus, and +2 for the Deception skill, for a total of +3. The mark is a 15 HD red dragon with a Deception skill as well, yielding a −4 modifier for the thief’s tall tale. The final modifier is therefore −1. The thief needs to roll a 6 or lower for the lie to succeed. The same attempt against an orc would require the thief to roll 11 or lower.
Thou hast no more truth in thee than a stewed prune.
Other Factors
Liars should incur a −2 Tier 1 penalty when facing NPCs who commonly
deal with fraudsters and deceivers (such as constables, bounty hunters,
bailiffs, magistrates, inquisitors, guards, tax collectors, nobles, household courtiers, merchants, guild
wardens, clerks of the markets, old beggars, vagrants, bandits, pirates, smugglers, etc.).
Fie upon thy false tongue!
The number of marks present may also pose a challenge. In a group of 2-3 marks, roll a check for the one hardest to fool. For a larger group, use the most representative mark and add a −1 penalty to the liar for the first 10 marks, −2 from 11 to 30, −3 from 31 to 100, −4 from 101 to 1,000, or a −5 for more than 1,000.
Methinks thou dost protest too much.
If new evidence comes to light that may cause a mark to question an earlier deception, the liar must roll a new check with a cumulative −2 penalty for each new clue uncovered (the DM does so if the liar is unaware of the event). If verifiable evidence obviously refutes a lie or a check fails at any point, the mark should react accordingly.
Go to! Thy tongue outvenoms all the worms of the Nile.
Reactions
The DM should adjudicate reactions
as in the normal refereeing process. The extent of a miffed mark might reflect
the total penalties involved in the failed check, as follows:
Zero: Shrugs and is disappointed; −1 reaction penalty (and −2 Tier 1 penalty)
−1 to −3: Is mildly offended; −2 reaction penalty (and −3 Tier 1 penalty)
−4 to −7: Is angry and seeks retribution; −3 reaction penalty (and −4 Tier 1 penalty; may warn acquaintances about the liar)
−8 or worse: Is furious and seeks personal revenge, legal or otherwise; −3 reaction penalty (will never trust the liar again; may post a bounty for the liar’s head, sends minions after the offending character and known associates, etc.)
thy hidden purpose to my lonely roof.
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