Lord Zardoz
Explorer
Oryan77 said:The rules are a tool to help resolve game issues and shouldn't always be set in stone just because the stats & die rolls say otherwise. It's issues like this that cause me to dislike roleplaying skill checks.
I don't care what the rules say and what a die result shows....if Joe American; the friendliest smooth-talking social worker from New York City tries to stop Osama bin Laden from running his sword through George Bush's chest....I don't care what Joe says & how well he says it...Osama is going to run that sword through Bush's chest unless Muhammad himself stops him.
Some situations just can't be avoided simply because you *think* you're the most charismatic person alive. I have no problem with a DM throwing social skill die rolls out the window if needed. I think the Bard was lucky to even resolve the conflict the way he did.
I happen to like the idea of Diplomacy type skills, though my reasoning is different. The simple fact that they exist tends to cause both players and DM's to consider using that sort of approach rather than ignore / autofail it. But I will concede that there are situations in which the skill will not really apply.
Since I generally Dm, my approach is as follows. First I will decide if the roll is going to have any effect at all. If it can not, then I would tell the player that long before it came time to throwing the dice.
But if the roll can, I do not think I would punish a player for being the wrong race or class except in extraordinary circumstances. And by extraordinary, I mean on the order of a Half Demon or Blackguard type trying to use diplomacy on a lawful good cleric.
The modifiers themselves aren't so unreasonable (Unless I misread the relevant post, they ended up being not more than a 4 point penalty with respect to the Cuthbert Cleric). But I can see how a player who created a character built to be an optimal face type would be pissed off if a different character not built to that purpose was consistently more effective at that role simply due to situational modifiers that would nearly always be in play at key times.
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