During the course of my games (both refereed and solitaire) it nearly always becomes necessary to employ Bribery skill, and I almost never know how much the bribe ought to be.
What do you figure?
Okay, you asked for it
When I use it in LBB2 trade, I assume there's a kickback involved, and I just assume it to be wrapped up in the final cost (rather than the fussy LBB7 way.)
But when you're walking down the street, minding your own business, and miss your law roll?
What about when you've been walking down the street, minding your own business, packing an illegal weapon, and miss your law roll?
What about when you've been walking down the street, minding your own business, discharging an illegal weapon in city limits, and miss your law roll?
Supposing you're in the process of passing goods through customs and miss your law roll? What kind of grease do you use there? A fifty? Fifty thousand?
I relinquish the floor and await in rapt fascination.
Well, actually to me as GM, that's
not how to handle Bribery.
I'd look at the skill-level and then apply my imagination to that:
Bribery-0: "Duh, how's about I slip you a 20?"
Bribery-1: "What's it going to take to..."
Bribery-2: Someone who's done this enough times. He'll think ahead. He can't cover every situation, but has an idea of what to expect. "Hey, is there someplace we can talk ?"
Bribery-3: As 2 but knows more. Should be very slick.
Bribery-4: Not only knows most of the customs techniques, but incorporates other types of ploys into his own shenanigans, such as bomb threats and so forth. He won't bother trying to bribe people who can't be bought. He'll setup his plan before he tries to walk thru the door with the goods.
Bribery-5: much like 4, but may go on the offensive, such as blackmail or setting up a customs agent to look like they did something wrong. Records transactions so that if he's caught or if someone finds out, it's not in the best interest of authorities to pursue the matter.
Occaisionally random encounters will simply defy the logic of the encounter. The guy with Bribery-4 won't be a sitting duck most of the time and won't fall into obvious traps, unless of course, the GM puts him in them.
Great
Law & Order: Criminal Intent ep called
Pas De Deux where they rob banks but carry fake bombs strapped to themselves to make it look like they were co-erced into performing this illegal act. I'd say your Bribery-4+ guys could use that type of approach so that when the goods are found, they also find a bomb or a damning note (ransom: "we have your kid, do this or else..."), etc, etc. No you can't fool the real people who do this for a living, but GMs are often suckers for good PC ploys
Just my 2 cents...
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