Dealing with talk monkeys

Class should not determine circumstances, or else 'A Wizard Did It' becomes an excuse to give certain favored powersources a modifier for no other reason than they won the 'Pick a Class' lottery

If the DM has something against a class or power source I think there're deeper issues.

If, on the other hand, the DM thinks it's good flavor for, say, Dwarves to mistrust wizards (-2), and Elves to be inclined more favorably towards wizards (+2), then I don't think that's too weird.
 

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Blind chance D20 is a serious and severe faceless merciless lotto that overwhelms a pitiful plus or minus one or two. Some of those prejudices may indeed be things players can pick up on and play to... having the Warlock intimidate the Orcs in this area and similar things because they can actually get a clue .... that this is a tactic that have some benefit.. and there will be clues within the story for it to be picked up on too. Its a long far cry from a "lotto". Sometimes it may indeed be quite thoroughly individual and hard to predict... but may come in handy once discovered for exploiting it in the future.... but maybe not consistently because circumstances do change.

Giving the world reasons is better not worse.
 
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Hmmmm.

OK, it is certainly a good practice for the DM to allow players to resolve situations in a variety of ways, use their heads, benefit from skills, etc. On the other hand it is up to the player to analyze the situation, come up with a plan, state what skill he's trying to use and how he's trying to use it and what the object of using that skill is. It is inarguably and entirely with within the purview of the DM to decide whether or not that skill is appropriate and if there is or is not ANY chance of success.

Consider, you wouldn't let the player claim his character was going to use Athletics to swim over the hobgoblins. The conditions under which that would be possible simply don't exist. Likewise the DM is under no obligation to allow any form of diplomacy at all. It may simply be a non-viable option. An impossible DC could be set, but it is really rather irrelevant.

Personally I see nothing whatsoever wrong with the DM simply saying "A group of armed hobgoblins defending their stronghold can't be negotiated past". The conditions simply don't exist for this skill to be used in this situation. Not all plans are feasible and not all skills are automatically relevant. Is someone actually suggesting that the diplomacy skill is some sort of uber skill that can be used in every situation? Sorry but as a DM I'd find that not only inappropriate but vastly boring. Even if its going to take a skill challenge to get past the hobgoblins, maybe that simply isn't an option. They just aren't going to move.

OTOH I'm all for the DM to create situations where its appropriate or to consider if most encounters might potentially be won using skills instead of combat and there's certainly nothing wrong with the PCs using a skill roll with a plan to get a minor advantage in the following combat as other people have suggested. Its just not at all reasonable or good DMing to simply have certain skills be so awesome that they can always get the job done.
 

Smarter not harder is good, but one roll should not invalidate one hundred potential combat rolls. Even the most excellent of diplomats should not be able to diffuse any hostile situation, otherwise we would live in a very different world. It should require a clever plan, rolling an 18 on a die does not indicate smarter, it indicates luckier.

Allowing a party to bypass much of an encounter with one roll means there is no *downside* to trying. Roll diplomacy. On a success, you just nerfed the encounter. On a fail, you just pissed off the guys you were about to muder anyhow. Win-win. For something to qualify as smarter, not harder, there should be a plan behind the roll, and several rolls to follow it. And even then, as has been repeatedly stated, not every situation can be talked out of.

Jay

I disagree. The whole point of "SKILLS", is that they are trained that a person is good at. Just because its a roll doesnt make it "LUCK" within the game itself. Its luck at the table, NOT in the game.

The roll of a die, whether lucky (good roll) or unlucky, doesn't make something in the game lucky by associaton. The whole point of the die roll is to add variability, and that variability, being table top luck, is meant to change the story in the game.

As an example, diplomacy is a "SKILL". Skills are designed to get the best result for their goal. Medicine is designed to get the best result for the body, wood crafting is designed to get the best result from wood. Diplomacy, intimidation, etc, are all designed to get the best result from their use against others.

Diplomacy is designed to get a more peaceful solution, intimidation could also be said to do this, but both are designed to have a more favorable outcome for the person using such a skill.

When it was very easy to die in D&D, people would obviously crave this ability to have their character skilled at doing something, like disarming a trap, sneaking past a guard, etc because this is how you avoid the very unfavorable aspect of dying.

Since its harder to die in 4e, people start complaining that skills get used because PCs should be just as capable as blowing through combat with ease.

Lets look at this problem another way. Consider strangers you see around you. A person could see someone, and confabulate and describe a very interesting tale as to who that person is, what they do, and how they interact with others. To me, its no different than rolling a dice to see if a skill succeeds, because if it succeeds, then you can describe it as, this person because of their ability to speak well and influentially, an ability that they trained in, just liike politicians do, they persuaded something to occur.

There's a reason that intimidate and diplomacy get -bonuses to skill check, with increasing growth of that - based on whether the target is neutral, unfriendly, or hostile.

In my view, the roll of the dice is a tabletop event, not an event in the world of d&d that your character is in. Its only purpose is to forward the story in more random ways. I think you're getting hung up on the idea that its easy. But isn't the point of the game to reach your objectives in whatever manner you can? Isn't the point of skills so that you can reach your objectives by alternative means than just playing hack and slash through the entire thing?

By the same consideration, rolling a dice and adding modifiers to attack, and blowing through an encounter of hobgoblins is also "easy". So I think that realistically, perhaps the GM needs to increase the required minimum modified roll for an encounter like that, probably to the point where its impossible to make said roll with any given PC that is there. Quite a number of enemies are actually intelligent enough to consider not fighting if they believe they will die.

The quick DMG in the 4e starter set states that hobgoblins, goblins, humans, etc (in their own descriptions on tactical behavior) will all retreat if they think they will lose. They aren't dumb. Neither are PCs. And always choosing only hack and slash as the means to the end means the PCs are dumb, because they aren't using skills that could acheive the result in a less dangerous fashion. Thats not really roleplaying at all.

In summation, skills are meant to be used, they are to be considered something the character has worked for, and just because it creates a near instant resolution (IN THE REAL WORLD WE LIVE IN, WITH OUR TABLETOP DICE ROLLS) doesnt mean that in the world of D&D, the PC didnt spend a lot of time working months to perfect their skill, and also doesn't mean the action happened instantaneously in the game. It can be considered the same as a movie. People do things over a period of days to months in movies, yet each time, the movie is only 1 and a half hours long. Does that suddenly make the movie less meaningful, or annoying because it instantaneously glossed over parts that we want to see happen in real time because we think its not right it should happen instantly?

This is a game, and also its like a movie, as per the DMG, PH, and quick starter material. The main factor is FUN. its not fun to have skills be useless because you're considering it luck simply because its a dice roll. it IS luck for the player, but for the PC in the game, it changes the description and events of what occurs in their world and is a way of defining their successes or failures in the game.

out of game rolling =/= in game luck of PCs.
 
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All right, good points there, but what bugs me is that this is the series of events.

1 - PC's approach Hobgoblin camp
2 - Warlock steps forward and says a dozen pretty words.
3 - ??????????????
4 - Profit.

He rolled an 18. The average die roll on a d20 is 10.5. A full on skill challenge helps to bring the curve into a normal range, and not let an entire encounter ride on a high roll.

I understand your point about an 18 meaning he has a special skill (augmented by magic) at winning people over. That particular time, his skill struck a chord with the Hobgoblin(s) he was talking to. And? Then what?

Smarter not harder is in the player's lap. As people driving imaginary heroes, it is up to us to make smart decisions for those heroes. Rolling one die does not qualify as thinking smarter. Putting together at least a rudimentary plan for bypassing the hobgoblins via diplomatic means *does*.

I do not mean to downplay the resources the PC has spent, but what fun would the game be if we did not actually control what our characters did? Isn't that why we are there?

Jay
 

Well I consider that the warlock's player having chosen to speak is in itself controlling what the PC does. I think it is up to the player whether a DC succeeds or fails, based on how well they play out their DC, with eloquent words, or good intimidating words, etc.

But I can see how it may seem overly simplified and not so good for gameplay.

I suppose there'd have to be DC's against all the hobgoblins. And perhaps some intimidation as well, since they would be dead set to guarding, possibly the only reason they would move is if they knew completely well that it was suicide for them. They are not completely dumb.

I think it, given this scenario as an example, would take perhaps 10-15 rolls for all the right checks, and if any one of them failed, then you'd have to go through combat with all the guards anyway.

So it'd be part luck with the dice roll for the players, and how the rolls fall will dictate the story and what happens. It is that the possibility of one failure causing any past rolls to be useless that is the thing. It might be a complete waste of time, so there's still a risk involved of getting in a fight and thus making those dice rolls wasted time. Now, if the hobgoblins weren't really inclined to fight to the death, and they weren't guarding for some powerful higher up that could find and squish them with relative ease, 'I'd say DCs would be easier than in the scenario that is the reverse. Perhaps even scaling up to the level of impossible for a given character with given skills.

Just saying it won't work doesn't seem in keeping of the game to me, I'd rather roll something the DM knows isn't possible, because my character DOES NOT know about dice rolls, and possible or not, my PC only knows what it sees and what its learned. That seems, to me, to be what roleplay and D&D is about, yes controlling your character and guiding their actions, and rolling dice, but also working with the limitations of what your character knows about the world they inhabit in order to really be creative and see a story unfold. I'd rather roll something that the DM knows isnt going to work, and get the fail, as it unfolds a better story about my PC trying something and it surely does not work, than having a DM say it wont work and bypassing what I think is part of the gameplay experience, that of trying things to acheive immediate and end goals in the game world with your PC.

Edit: I've been considering it, and perhaps a DM could also do one of two things:

Say half or more of the dice rolls for intimidate, diplo, etc, succeed, but some roll after that fails. Now, the failure would mean the goblins would draw their weapons, which could give them a surprise round on the PCs, as they would be in combat and having to draw and wield their weapons.

Or

the DM could decide that the roll causes the goblins to behave as if they had been coerced, but when the PCs turn their back, surprise backstab! This idea might run along the lines of such a scenario as this: THe DM doesnt want the encouter avoided (although the DMG states the players run the story, and you're simply there to facilitate it) or perhaps its an encounter that by all logical reasons should be unavoidable. Then a succeeding DC would not be a way of getting out of it, but digging the PCs into a trap. Much more interesting than "no"..

That would add much more danger and risk to trying to make diplo and intimidate rolls to avoid combat outright, thus putting the risk and roleplay into the whole thing.

Not bad ideas I made, if I say so myself.

when I doubt something, I reread the DM rules to go by, in the DMG

Have fun.
Use ability checks.
It's not a competition.
It's not your story.
Be consistent.
Don't play favorites.
Be fair.
 
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