LostSoul
Adventurer
Not sure if this is directed at me, but if it is, I'm not sure if you caught it in my post:
Whoops! Yeah, I missed that.
Not sure if this is directed at me, but if it is, I'm not sure if you caught it in my post:
As part of my ongoing, "did you know that in reality..." series...
So, it turns out that making that initial Diplomacy roll in the first 6 seconds may be realistic and that talking longer won't change that.
I'll have to say, in general, I don't agree with your example. Take your job interview example. What happens if I show up, and he says, "so, James, why should we bring you on board?" and I talk for six full seconds and then stop. Just stop, and that's my whole case. I made my entire case in six seconds.
I agree that civility is preferable.
I'm not Ron Edwards. I do find the GMing advice that comes out of The Forge and some of the games it has influenced, or that are influential there (eg The Burning Wheel, HeroQuest) to be the best GMing advice I've read.
The content of your post appeared to be a reiteration of earlier comments you've made - that your game is low magic even at high levels, that Bluff is not an influence skill, and that allowing Bluff to be used as an influence skill will overpower the skill.
I'm not sure what game you're playing (if you mentioned it in this thread, I missed it, sorry). I think most high level D&D play does involve magic, which is the context in which I made my remarks about that.
And as I've already said, I don't see the risk of overpowering if Bluff is allowed to act as an influence skill. As the social skills are set up in 4e - Bluff, Diplomacy, Intimidate - there are three sort of PC possible: tricky/smooth, pleasant/earnest, and scary. This works for me.
OK, makes sense.The technique I had in mind was 4E's general "DC is set by party level". I think this means that the players overcome the challenge by building a party that has all the skills covered; when to expend resources in the form of Utility powers also plays a role.
That looks to me like a flaw in the action resolution mechanics for a particular game, rather than a reason to think that social skills are too powerful per se, or uniquely prone to abuse.However, the spells get a saving throw, where the skills do not
<snip>
That means that at level 3 my half-elf bard can make that check on any creature he meets on a natural 12 or better. That's 45% of the time. 45% of the time, the level 3 half-elf bard is so good at saying something within 6 second that Asmodeus himself (or Orcus, if you prefer) goes from "will take risks to hurt you" to "doesn't care much." That's massive.
That's why I think it's able to be abused. No, you can't dictate NPC actions. You can, however, reliably make NPCs act much more civilly to you, even by level 3.
But in 4e you wouldn't sway Orcus via Diplomacy without a skill challenge. Which will require multiple rolls, and also will require the other PCs to do something to stop Orcus eating them in the meantime.And, the 4E DCs are low enough that even the "Hard" DC is pretty easy for somebody trained in the skill.
It is going to be almost impossible to use intimidate to betray the cult. Now tricking him might work.
That looks to me like a flaw in the action resolution mechanics for a particular game, rather than a reason to think that social skills are too powerful per se, or uniquely prone to abuse.
One sort of solution is to make multiple checks required, comparable to combat - games like HeroQuest, The Dying Earth and 4e (via skill challenges) take this approach. Another solution is to make the DCs level-sensitive in some fashion or other - saving throws would be one way to do this (HARP takes this approach), or scaling DCs (as per 4e) would be another.
But in 4e you wouldn't sway Orcus via Diplomacy without a skill challenge. Which will require multiple rolls, and also will require the other PCs to do something to stop Orcus eating them in the meantime.
To me, this is the crux of why high skill checks can be "unbalancing".
In 3e terms, a +20 to the DC was for the "Practically Impossible".
Thing is, its actually quite easy to make character builds that can get intimidate and diplomacy checks so high that a -20 is not even an issue.
When a player can roll an 80 diplomacy check...there's a certain social inertia there. It can feel wrong to tell the player no, even though the rules might allow for it.
You also get to the problem of superspecialization. In other words, in order to prevent Mr. Diplomancer from making literally everyone his buddy, you need very high DCs. But that shuts down other players from using diplomacy.
To me, this is the crux of why high skill checks can be "unbalancing".
In 3e terms, a +20 to the DC was for the "Practically Impossible".
Thing is, its actually quite easy to make character builds that can get intimidate and diplomacy checks so high that a -20 is not even an issue.
When a player can roll an 80 diplomacy check...there's a certain social inertia there. It can feel wrong to tell the player no, even though the rules might allow for it.
You also get to the problem of superspecialization. In other words, in order to prevent Mr. Diplomancer from making literally everyone his buddy, you need very high DCs. But that shuts down other players from using diplomacy.
Besides agreeing with you, I also meant (and maybe failed) to bring out what it is about 3E social skills that makes me agree with you - namely, not that they can/cannot affect an NPC's actions (in my view, insofar as a social skill affects attitudes, it will affect actions, given that - crudely but not too inaccurately - attitude + belief yields action). Rather, it is the failure of the maths.I'm really not sure your point here. I think you're agreeing with my post that Diplomacy is capable of abuse in 3.5, considering I never indicated that social skills are all inherently overpowered, and specifically talked about trying to make them balanced (in my opinion) in my game.
Not so much in the context of a skill challenge. As I said in the post you replied to, multiple rolls are required - which reduces the odds of success - and the other PCs are also going to be involved (at least in typical party play), which means that a single diplomancer isn't going to resolve the scene.My knowledge of 4e is severely lacking, but if it's as easy to pass those "hard" skill checks as some people have indicated, then it's still an issue.
What have you got in mind?I think inherently changing someone's overall, long term disposition towards you is what leads to a lot of abuse, and thus objections.