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<blockquote data-quote="KidSnide" data-source="post: 5715846" data-attributes="member: 54710"><p>In my experience, a +/-2 modifier is a good guideline when the character's ability is primarily what is at stake, but you want to give a little credit to cleverness or situation. But they just aren't big enough if you want the encounter to focus on the details of this particular NPC or what you're trying to convince that NPC to do.</p><p></p><p>The good thing about +5, +10 and +15 modifiers is that (1) the modifiers are small enough that playing a character who is good at diplomacy (or another appropriate skill) is a major advance in convincing an NPC and (2) the modifiers are large enough that any player with a good idea and a character with marginal diplomatic ability should go ahead and try the idea. If you've hit on a +10 or +15, using that modifier makes your action a good idea.</p><p></p><p>I find it very frustrating to be playing a pretty good diplomat (say +11, when your diplo-specialist is at +15), and yet -- mechanics-wise -- it always makes sense to keep your mouth shut and let your partymate speak, regardless of how good your argument is. Whatever the social mechanics are, it should not be optimal for one person to consistently do all the talking.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5715846, member: 54710"] In my experience, a +/-2 modifier is a good guideline when the character's ability is primarily what is at stake, but you want to give a little credit to cleverness or situation. But they just aren't big enough if you want the encounter to focus on the details of this particular NPC or what you're trying to convince that NPC to do. The good thing about +5, +10 and +15 modifiers is that (1) the modifiers are small enough that playing a character who is good at diplomacy (or another appropriate skill) is a major advance in convincing an NPC and (2) the modifiers are large enough that any player with a good idea and a character with marginal diplomatic ability should go ahead and try the idea. If you've hit on a +10 or +15, using that modifier makes your action a good idea. I find it very frustrating to be playing a pretty good diplomat (say +11, when your diplo-specialist is at +15), and yet -- mechanics-wise -- it always makes sense to keep your mouth shut and let your partymate speak, regardless of how good your argument is. Whatever the social mechanics are, it should not be optimal for one person to consistently do all the talking. -KS [/QUOTE]
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