hbarsquared
Quantum Chronomancer
I love using skills, and I think Unearthed Arcana made a terrific effort to make some skill checks more interactive with the "Complex Skill Check" system. Diplomacy should be a drawn out affair where the final outcome is not dependent on a single die roll.
My idea is that such checks should be more akin to combat. The skill check roll itself is analgous to your "to hit" roll. There should also be "hit points" that keep track of how successful you are in accomplishing a task, and "damage" dealt when a check results in a failure.
Life and death in combat is not dependent on a single die roll: neither should Disable Device or Bluff. So, here is a tweaked version of the Complex system that I submit for your perusal.
When a check is called for that is "complicated or time-consuming" you can make a Complex Skill Check.
"To hit" equivalent: your skill check modifier (including ranks, ability modifier, and bonuses).
"Hit points" equivalent: the number of ranks you have in the skill.
"Damage" equivalent: 1d4+ability modifier for skills with no ranks, 1d6+ability modifier for with ranks. Minimum of 1.
Opposed Skill Checks
For example: Bluff vs. Sense Motive.
PC has 8 ranks in Bluff and a +1 Charisma modifer.
Guard has 4 ranks in Sense Motive, a +0 Wisdom modifer, and +4 from magic item bonuses.
Opposed checks are made normally.
If the PC wins, he rolls 1d6+1 and deals this "damage" to the guard's 4 hit points in Sense Motive If the guard is reduced to 0, the Bluff succeeds. If the guard is not reduced to 0, they make opposed checks again. (The guard's ranks are not actually reduced, the value is used to just determine initial "hit points" in the skill.)
If the guard wins, he rolls 1d6 and deals the damage to the PCs 8 hit points in Bluff. Again, ranks are not actually reduced.
If the opposed checks are equal, no progress is made.
Whoever is reduced to 0 first, loses. This may be after one check, or after several. Aid Another may be used normally, and circumstance bonuses may be added.
Fixed Skill Checks (with a DC)PC has 8 ranks in Bluff and a +1 Charisma modifer.
Guard has 4 ranks in Sense Motive, a +0 Wisdom modifer, and +4 from magic item bonuses.
Opposed checks are made normally.
If the PC wins, he rolls 1d6+1 and deals this "damage" to the guard's 4 hit points in Sense Motive If the guard is reduced to 0, the Bluff succeeds. If the guard is not reduced to 0, they make opposed checks again. (The guard's ranks are not actually reduced, the value is used to just determine initial "hit points" in the skill.)
If the guard wins, he rolls 1d6 and deals the damage to the PCs 8 hit points in Bluff. Again, ranks are not actually reduced.
If the opposed checks are equal, no progress is made.
Whoever is reduced to 0 first, loses. This may be after one check, or after several. Aid Another may be used normally, and circumstance bonuses may be added.
For example: Disable Device
PC has 16 ranks in Disable Device, a +3 Intelligence modifer, and +6 from various other bonuses.
DC 40 to disable.
The "hit points" for a fixed skill check is equal to half the DC.
The "damage" for a fixed skill when the PC rolls a failure is 1d6+ 1/10 of the DC (rounded up).
The PC rolls the check normally. If the PC succeeds, he rolls 1d6+3 and deals this damage to the Disable Device's original 20 hit points. Checks are continued until the Disable Device reaches 0, at which point the PC succeeds.
If the PC fails on a roll, the PC takes 1d6+4 damage to their original 16 hit points. If the PC reaches 0, they fail.
Suggestions for Skill usagePC has 16 ranks in Disable Device, a +3 Intelligence modifer, and +6 from various other bonuses.
DC 40 to disable.
The "hit points" for a fixed skill check is equal to half the DC.
The "damage" for a fixed skill when the PC rolls a failure is 1d6+ 1/10 of the DC (rounded up).
The PC rolls the check normally. If the PC succeeds, he rolls 1d6+3 and deals this damage to the Disable Device's original 20 hit points. Checks are continued until the Disable Device reaches 0, at which point the PC succeeds.
If the PC fails on a roll, the PC takes 1d6+4 damage to their original 16 hit points. If the PC reaches 0, they fail.
"Simple" checks that usually require only one roll, and have the phrase "if fail by 5 or less, no progress is made), can be adapted to a complex system. Balance and Climb can become exciting encounters.
"Simple checks" that usually require only one roll can be modifed in description. Spot, Move Silently, Hide... In a complex skill check, a single success can mean "You think you se something" or a single failure means "The guard narrows his eyes and approaches your hiding spot." In these cases, bonuses and/or penalties should be applied to successive checks.
Diplomacy can be opposed by Diplomacy (for negotiations).
For added tension, you can remove the synergy bonuses from the skill system. Instead, you must make a single check that results in a flat success or failure that will provide you a +2 bonus to your complex skill check.
"Simple checks" that usually require only one roll can be modifed in description. Spot, Move Silently, Hide... In a complex skill check, a single success can mean "You think you se something" or a single failure means "The guard narrows his eyes and approaches your hiding spot." In these cases, bonuses and/or penalties should be applied to successive checks.
Diplomacy can be opposed by Diplomacy (for negotiations).
For added tension, you can remove the synergy bonuses from the skill system. Instead, you must make a single check that results in a flat success or failure that will provide you a +2 bonus to your complex skill check.
Imagine this in game:
"I try to convince the prince to pay for our accomodations for the night."
DM: Diplomacy check. (Prince is stingy, and the request isn't exactly reasonable, so Prince gets a +10 bonus to Diplomacy check)
Prince: 5 ranks in Diplomacy, +2 Charisma, +10 bonus from above = +17
PC: 11 ranks in Diplomacy, +3 Charisma = +14
Prince rolls 29, PC rolls 17. Prince rolls 7 "damage," PC reduced to 4 "hit points."
DM: The Prince says he sees no reason to provide anything else for you. He's already given you enough provisions for the adventure.
"I say I completley understand, but we are tired and would really appreciate it."
Prince rolls 24, PC rolls 32. PC rolls 4 "damage," Prince reduced to 1 "hit point."
DM: The Prince reconsiders thoughtfully.
"I bring up the fact that we are in the King's favor, and we will be sure to mention the Prince's graciousness when the King returns."
DM: +2 bonus (can't use this same reason a second time during negotiations)
Prince rolls 22, PC rolls 19+2 for 21. Prince rolls 3 "damage," PC reduced to 1 "hit point."
DM: The Prince says, "How dare you bring my father into this? I already have his favor."
"I say that we promise to not be any trouble."
DM: So you don't plan to go sneaking around at night?
"Well, uh, actually..."
DM: Bluff check.
Prince rolls a 14 on Sense Motive, PC rolls a 19.
DM: Okay, he believes you. Now roll your Diplomacy with +2.
Prince rolls 27, PC rolls 25+2 for 27. No progress is made.
DM: The Prince considers for a moment.
"I say please."
Prince rolls 31, PC rolls 34. PC rolls 8 "damage," Prince reduced to 0 "hit points."
DM: The Prince finally gives in and agrees to pay for your accomodations.