Hussar
Legend
I don’t believe the GM agreed to give you an “I WIN” button, nor do I believe you intend this to be as strong as it comes across. Would you be happier if he said “OK, roll” looked at the result and said “It fails”? A 20 is not automatic success, so any roll can fail, and the DC can be impacted by oh so many factors.
As well, you presumably build a diplomat. But just as the rules set the DC and effects, they also set the rules for use – you need a full minute, and nothing forces him to listen for a full minute (I’d typically allow a check against a hostile attitude to persuade an NPC to listen for a full minute, but I’m overriding the text in doing so, as I should impose a -10 for a full round action only). The rules do indicate “In some situations, this time requirement may greatly increase.” Maybe it requires three months of ongoing persuasion to even GET a roll (obviously not without breaks).
Now, I also sympathize with the player who spent character resources on any ability and is never allowed to use it. If this is the standard – diplomacy can never actually achieve anything of significance – then at some point, I’m packing my books too. But that doesn’t mean every problem can be solved with Diplomacy any more than it means they can all be solved with combat. You can tell by the vibe he will not be bribed – he ain’t in the mood to listen.
If a single incident of your abilities being unable to succeed is enough that you feel you must quit the game, then I would say good riddance to you, frankly. I get the sense several other poster agree both with that sentiment, and that this is not the message you intended to convey.
Read more: http://www.enworld.org/forum/showth...s-(a-case-for-fighters-)/page54#ixzz2guHZH81A
No one said I had to succeed. What I said was, "I use diplomacy on the chamberlain to see the king" to which the DM replied, "The chamberlain sticks his fingers in his ears and cries 'La la la I can't hear you".
If the DM did, in fact do that, I most certainly would leave the game.
But, rolling this back to the original point of this thread, casters vs non-casters, it's extremely telling that the diplomacy skill (the only way a non-caster can mechanically affect the reactions of an NPC) get's hosed, while, a simple 1st level wizard spell (Charm Person) would get me exactly what I want without any fuss.
This is why I talk about the disparity in power. The non-casters are at the whim of DM's who feel entitled to change the rules whenever they feel like it, while the casters can generally know that the spells they cast will be ruled upon in a fair manner. Heck, you, N'raac, have talked at length about how clear interpretations of the spell effects makes for a better game. I cast a Silent Still Charm Person on the Chamberlain and he fails his save. Do I get to see the king or not?
Or, do you simply Auto-save the Chamberlain to protect your scenario. After all, you've auto-failed the fighter for trying diplomacy, so, it should be the same thing no?
And this whole game of trying to find equivalency in DM power is laughable. We've already stated that the DM has total control over the game world, barring a few, generally fairly minor, exceptions. Of course he does. That's not what GM Force refers to. GM Force refers to DM's actively changing the rules in the middle of the game for the purpose of delineating specific actions to the players.
IOW, starting your campaign in Waterdeep is not an example of GM Force. Telling a player he can't play a Cyborg Ninja is not an example of GM Force. An example of GM Force is any time, during play the GM over rules the resolution mechanics of the game.