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Dealing with talk monkeys
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<blockquote data-quote="Primitive Screwhead" data-source="post: 4910736" data-attributes="member: 20805"><p>One of the major problems I see with the Diplomancy/Intimidate skill is managing expectations. These skills are slightly different than the others in that the player has to state what the intent is before the DM sets the DC.</p><p></p><p>For instance, Rogue wants to climb the wall... DC is pretty much out of the book and the results of success/failure are also pretty much by the book. Both player and DM *know* what the goal of the skill check is.</p><p> They are also unique in that follow-up skill checks or supporting skill checks may be needed to know what the result is...</p><p></p><p>Your Diplomonkey walks up to the hobgoblin guards and rolls his check... what is he trying to accomplish? You don't know and make a guess at the DC.. too easy to bypass the entire encounter and now people are miffed.</p><p></p><p>An option would have been something like the following:</p><p></p><p>One skill roll doesn't invalidate the entire encounter, but the skill use can decisively alter the combat... even when the hobgoblins are in no way going to let the armed group pass.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4910736, member: 20805"] One of the major problems I see with the Diplomancy/Intimidate skill is managing expectations. These skills are slightly different than the others in that the player has to state what the intent is before the DM sets the DC. For instance, Rogue wants to climb the wall... DC is pretty much out of the book and the results of success/failure are also pretty much by the book. Both player and DM *know* what the goal of the skill check is. They are also unique in that follow-up skill checks or supporting skill checks may be needed to know what the result is... Your Diplomonkey walks up to the hobgoblin guards and rolls his check... what is he trying to accomplish? You don't know and make a guess at the DC.. too easy to bypass the entire encounter and now people are miffed. An option would have been something like the following: One skill roll doesn't invalidate the entire encounter, but the skill use can decisively alter the combat... even when the hobgoblins are in no way going to let the armed group pass. [/QUOTE]
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