Quickleaf
Legend
Ok, so I'm running a fairly standard dnd campaign. Small town lots of problems etc.. but the thing I need help with is the players. My two pcs are bard one a jester and one a lore college. The jester at level three has a 20 char and receives a +28 bonus to his persuasion skill which is ridiculous (or is that just me?). Along with high stats they have also taken feats that destroy any chance of having a tense rp segment in campaign (you know with the bard either using the diplomat feat to charm the person or the other bard rolling a 44min persuasion...) So if anyone could let me know how the best way to deal with this is that would be great!
First, the maths are *way* off! A 3rd-level Bard (Jester) with Charisma 20 (+5) and double proficiency bonus (+4 instead of +2) in Persuasion thanks to Diplomat feat should have Persuasion +9.
Second, it sounds like the ability you're really concerned about is the part of the Diplomat feats that says (paraphrasing):
[SECTION]If you talk to a creature you aren't fighting for 1 minute, you can make a Persuasion vs. Insight check. If you succeed, the target is charmed by you while you remain within 60 feet and for 1 minute thereafter.[/SECTION]
"Charmed" has a very specific rules definition in 5e...it doesn't make them agree with you automatically or be your friend...
[SECTION]Charmed
- A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical effects.
- The charmer has advantage on any ability check to interact socially with the creature.
That's all it does. So you could still run a tense negotiations that relies mainly on role-playing; all the Bard (Jester)'s feat does is (possibly) prevent the creature they're negotiating with from devolving into combat then and there. So, for example, if they were negotiating with a manticore, and the manticore doesn't agree to their terms, it might say something like this as the PCs leave, "You've been polite for men, so I will return you the same courtesy. I shall let you pass this time...but if you do not leave my canyon by nightfall or if you return again...I shall eat you surely."
Your players want a game heavy on interaction with NPCs. Think of their selecting 2 bards like ordering items off a menu: "We'd like interaction and intrigue with a side of skullduggery...twice over...thank you, DM!" The last thing you want to do is to rely heavily on skill checks that obviate actual role-playing.