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General Tabletop Discussion
*Pathfinder & Starfinder
Diplomacy: A game-wrecker?
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<blockquote data-quote="James Jacobs" data-source="post: 5068594" data-attributes="member: 23937"><p>The way that synergy bonuses stacked up in 3.5 for Diplomacy was a HUGE reason why we got rid of synergy bonuses in Pathfinder, honestly; having a 2nd level character get close to a +20 on Diplomacy was a bit... over the top.</p><p></p><p>In any case, the trick with Diplomacy is to not let the PCs do too much with it. The advice to have the GM tell the PCs when they get to roll Diplomacy is good advice too, since that allows the GM to make the call when and if there's a chance of Diplomacy working. Once combat begins, Diplomacy is pretty much useless. And it's worth remembering that a single check, no matter HOW good, cannot increase a creature's attitude more than 2 steps; the most you can alter a hostile creature's attitude with Diplomacy with a single check is to Indifferent. The skill also takes a while to use; cracking down on the 1 minute use time is a good way to go.</p><p></p><p>Faced with the OP's specific situation, where the PCs insist on "Diplomacy check" at the start of every single NPC encounter... I'd say, "Prove it." AKA: Make the PCs roleplay their attempt at Diplomacy. Make sure they have a minute (or more) of actual roleplay in before you give them the chance to make that check, and then modify it depending on how well they roleplay the attempt. If the PCs are making Diplomacy checks because they honestly like roleplaying, this'll make them even happier and will give you as the GM a LOT more time to roleplay. If they're making Diplomacy checks simply because they're fishing for bonuses, though, I wouldn't grant any bonuses for the 1-minute roleplay requirement. If the PCs do this with every NPC, they should start to realize that asking for a Diplomacy check all the time might be overdoing it.</p></blockquote><p></p>
[QUOTE="James Jacobs, post: 5068594, member: 23937"] The way that synergy bonuses stacked up in 3.5 for Diplomacy was a HUGE reason why we got rid of synergy bonuses in Pathfinder, honestly; having a 2nd level character get close to a +20 on Diplomacy was a bit... over the top. In any case, the trick with Diplomacy is to not let the PCs do too much with it. The advice to have the GM tell the PCs when they get to roll Diplomacy is good advice too, since that allows the GM to make the call when and if there's a chance of Diplomacy working. Once combat begins, Diplomacy is pretty much useless. And it's worth remembering that a single check, no matter HOW good, cannot increase a creature's attitude more than 2 steps; the most you can alter a hostile creature's attitude with Diplomacy with a single check is to Indifferent. The skill also takes a while to use; cracking down on the 1 minute use time is a good way to go. Faced with the OP's specific situation, where the PCs insist on "Diplomacy check" at the start of every single NPC encounter... I'd say, "Prove it." AKA: Make the PCs roleplay their attempt at Diplomacy. Make sure they have a minute (or more) of actual roleplay in before you give them the chance to make that check, and then modify it depending on how well they roleplay the attempt. If the PCs are making Diplomacy checks because they honestly like roleplaying, this'll make them even happier and will give you as the GM a LOT more time to roleplay. If they're making Diplomacy checks simply because they're fishing for bonuses, though, I wouldn't grant any bonuses for the 1-minute roleplay requirement. If the PCs do this with every NPC, they should start to realize that asking for a Diplomacy check all the time might be overdoing it. [/QUOTE]
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Diplomacy: A game-wrecker?
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