Dickie said: In defense of conditional modifiers: I was a little vague in my specific post, but when I said, "if I think it works," I was referring to the meat of the character's attempt, rather than the player's acting ability. Sometimes the approach is just all wrong. For instance the target of your intimidate attempt may not care much for threats of physical violence directed at him, but if the characters already had a clue that target was obsessed with a young paramour and they mention that as part of the intimidation attempt, they're rewarded with a minor bonus. On the other hand, if they hadn't picked up the clue before or misread it altogether, they might try a course of action that might seem like a threat but wouldn't actually be to the target. Maybe threatening to burn down his place of business happens to coincide with his plans anyway. As a result, they take a minor penalty. So the conditionals I'm talking about aren't based upon any spectacular performance, but more based on whether or not their approach is especially favorable, poor, or just average for the task at hand. I like the idea of trying to act out the result of the roll, but I'm not much of an actor and it really wouldn't work at my table. That's one of those personal touches that really depends on the individual. I wouldn't want to require someone to consistently do something they're bad at and that might diminish their fun as a result, as I know would be the case with me. Sure I'd give it a shot, but it'd be disappointing to me and everyone else at the table, so really just a loss of energy and a source of frustration that would only grow on me over time. Even if I stuck with that GM and table, you can bet I'd avoid experimenting with more social/face characters as a result. In my view, that still gets into gaming the GM because rather than moving forward and stating a feasible* approach, the efficacy of which is tested by dice, you're instead left with playing to the GM's biases as to what solution he thinks is best. (Ever sit around and watch players debate a course of action to death? Sure you have, and that's in part why.) I don't think this is a good approach. All I'd need to do is figure out the things that GM favors and do those things. That might be appeals to logic or "realism," use of obscure in-game details, or whatever kink the GM has. Some might consider that playing in bad faith, but in fact, if the GM makes himself the game, a good player plays that game! Sometimes great plans fail and "stupid" ones succeed. That's a factor of the dice and mechanics and the less the GM puts his thumb on the scale of determining that, the better (in my view). It is better to play to find out what happens than influence it with bias. (Again, in my view.) Now, some of this comes down to scene-framing. If you want the legitimate in-game challenge to be about manipulating an NPC without using threats and intimidation, then you just say so when you describe the scene. "Threats of violence mean nothing to Twice, who values his own life very little since coming home from the War, caring only for those who he holds dear. What do you do to convince him to...?" I find that's a better approach than playing around with the DCs based on what I think should work. Another option as an alternative to GM-awarded conditional bonuses is to have a standing "asset" that the players can establish at-will (one time) rather than lobby the GM for one. "I talk to Twice and mention that he better help us or his paramour could be in trouble. I'm taking 'mention of the paramour' as an asset, so I get a +2." This also removes GM bias and allows the players to engage with elements that were created by the GM or themselves. I should note, of course, that I'm referring to conditional bonuses that aren't included in the game systems rules. If the game says you get a +2 bonus for Stealthing in dim light, that's the legit rules of the game, not GM bias. * Here we're talking about approaches that are within the possible realm of working (even if it's a stretch) and not something beyond the characters' established abilities or the context of the situation. I say this to head off the inevitable, "Well what if they do [this extreme example that no reasonable player acting in good faith would do]..." arguments. (We'll still probably get some. Watch.)