HeapThaumaturgist said:Core, the Diplomacy skill is GREAT for breaking the game. The fact that the DC doesn't change or scale means after a while, you can make friends of enemies and the like. The RAW don't much give GMs help for adjudicating a PC who can very often take a Hostile creature and make it Helpful.
Frankly, I consider the Diplomacy skill by RAW to just be flat-out busted. Key failings include:
- If you have even a single rank of Diplomacy, you will NEVER make a situation worse. Ever. Your friends will be your friends forever. Negotiations will never turn sour.
- The rules implicitly state that a simple Diplomacy check resolves negotiations as an opposed check. But there are absolutely no guidelines or insights given into what that means. Did the guy who "gains the advantage" have to make any concessions? Or do they just get what they want?
- More generally, the skill lacks any way to model firmly held beliefs and the like. Whether you're Dr. Phil or a member of the KKK, Oprah Winfrey is equally likely to make either one of your friendly. It doesn't matter if the person is hostile towards you because you killed their family; they'll forgive you 25% of the time (even if you're completely unskilled and have an average Charisma).
- No provisions are given for truth and falsity. It doesn't matter whether you're arguing that Jeffrey Dahmer was secretly the Easter Bunny or if you're arguing that George W. Bush is the President of the United States... your chance of convincing the other person is exactly the same!
What I would prefer to see is a Persuasion skill. You would use the skill to convince people of things that are true. (If you're trying to convince them of something that's false, that would be a Bluff check.) The person you're trying to convince would make a Sense Motive check against DC 20, and if they succeed you'd gain a +2 circumstance bonus to your check (because they can sense your honesty).
Justin Alexander Bacon
http://www.thealexandrian.net