So, what's the "good, logical" justification for disallowing your Diplomacy check to calm down the angry fighter?
The enemy declared his intention to attack. The PC spoke out attempting to negotiate. The enemy won initiative, attacked, and floored the PC before he had a chance to act. This isn't even an example of disallowing the check; it's simply adjudicating the passage of time in such a way that made it impossible.
So, how is stripping your character of his skills following this bit of advice?
As far as I know, my character still has his Diplo and Bluff ranks, and has used them in plenty of other circumstances when it was more feasible.
Regardless of what you think of it, this post by [MENTION=221]Wicht[/MENTION] is perfectly apt:
I won't say it happens all the time but it happens..., especially with novice players. "I attack the orc with my longsword!" "You can't, its thirty feet away and up on a ledge. You could try and climb up there, or you could try and shoot it with an arrow..." "Oh, yeah, right... Um, I'll try to climb up there..."
It happens pretty often actually with players just learning to visualize the game and understand the mechanics.
And then there are times where an effect keeps the attack from happening... "I attack with my longsword!" "Roll a fortitude save first... No, sorry, your character is repulsed by the abomination before you and becomes violently sick.
Or, "I shoot the orc with an arrow!" "Really, I don't know, there are thirty people between you and it. I don't think your character can actually see it at the moment well enough for a ranged attack with a bow..."
I've never had a player quit in disgust over it either. Normally they accept the ruling and we move on...
The DM didn't decide that the character has no skill or no desire to attack (or diplomacize, or whatever). He simply determined that it was unfeasible for that action to occur under the circumstances.
The DM telling you that you can't use Diplomacy because the opponent is uninterested in talking is no different than him telling you that you can't use the sleep mechanics because there's a battle going on and it's too loud for you to sleep, or saying that you can't use Knowledge (Dungeoneering) to learn about a mind flayer cult because that cult has peen a perfectly guarded secret since its inception, or that you can't use Swim because your character is not in the water.
Pardon? Really? Where does it say that? Show me a single quote in the 3.5 skills section where it states that DM's determine when diplomacy checks are made? When I read the rules, they are talking to the player, not the DM. That's why the rules are in the PHB after all and not in the DMG. They are for the player to decide. The DM can, and should, alter the chances of success based on the situation, but, no, you are flat out wrong if you think that the rules tell you that it's the DM's call for when skill checks are made.
I see nothing in the skills section that says the player determines it. As far as I'm concerned, that mountain of text in the DMG applies to everything; I see no basis for a special exception for skills.
That being said, check out this text from the 3.5 PHB:
PHB p.5 said:
What Characters Can Do
A character can try to do anything you can imagine, as long as it fits the scene the DM describes.
PHB p. 63 said:
Difficulty Class
...
The DC is a number set by the DM (using the skill rules as a guideline) that you must score as a result in order to succeed.
PHB p. 65 said:
Practically Impossible Tasks
...
The DM decides what is practically impossible and what is actually impossible.
Again, this is not ambiguous.
In my situation, the action I wanted to take did not fit the DM's scene; in his mind, the NPC was already attacking by the time I got around to declaring my intention to talk. If more time had passed, I could have spent an action talking, and he would have been free to declare the task of negotiating with a raging berserker practically impossible (well within reason) or even actually impossible (still within reason), or set a DC that I could not have even come close to making while using the rules as guidelines.
And no one is claiming that DM's have no role. Of course the game of D&D needs a DM. However, it doesn't mean that the DM gets to arbitrarily rewrite the rules to suit himself.
Sure it does. Do you want me to copy the entire section of chapter 1 in the DMG where it talks about doing that?
Now you're contradicting yourself. The DM flat out disallowed you from influencing the game using standard mechanics. He flat out said that you may not do something specifically allowed for. He is violating the advice in the DMG in which you put so much stock.
Not true. He adjudicated the situation well within the rules; the rules make it clear that Diplomacy takes time and there's no requirement that the NPCs do nothing during that time; he even rolled initiative and used the rules for time and actions as presented. He also was well within the advice in the DMG; there's a perfectly logical explanation: NPC wasn't interested in talking.
Who's talking about marketing? I want the game that's best for me, same as you want the best for you. The only difference is, you keep telling me that I'm playing the game wrong.
You're might be playing 4e right, but it sounds like you were playing 3e "wrong". Or at least, like you completely ignored the DMG (and apparently the PHB) and ran the game in a very different way than it was written. I'd rather leave the value judgement out of it.
And, thus, we're back to the issue of DM force. Which is perfectly fine. You prefer an unrestricted DM. Fair enough. You have no problems with the DM invalidating player choice. Again, fair enough. But, again, I have to come back to the idea that if this is the solution to fixing caster imbalance, then the cure is worse than the disease. This sort of 2e inspired play is not the way I want to play D&D.
2e is D&D too. I understand that you don't want what 3e (or 2e, or PF, apparently) is offering, but I don't understand why you're posting in this thread at all if that's the case.
I agree that the result is the same. But, as we've seen many times, how we get there is important. Because, you're right, if I try and fail, there is effectively no difference. But, since I cannot EVER succeed, that's the difference. The DM has arbitrarily decided that I will not succeed, no matter what. That's far, far different than the player attempting and failing.
I question the use of the word "arbitrary". In this much harped-on example, it is not at all arbitrary; there's a clear logical justification that would make perfect sense if you stripped out the game mechanics and explained it to someone who doesn't play D&D. One guy tried to talk, the other guy literally cut him off before he had the chance.
An arbitrary exercise of discretion would more like be the other example you gave: a player declaring an attack and the DM deciding it doesn't happen. Is that within the rules? Yes. Is he within the guidelines? Not without some logical justification.