Diplomacy: I don't think it is broken. Here's why.

airwalkrr

Adventurer
A resurrected thread on the House Rules forum contains a tangent on Diplomacy and Rich Burlew's changes to it. I almost replied to it before I realized it was a resurrected thread. But it got me thinking... Diplomacy seems problematic if you take it at face value. But I think taking a loosely defined roleplaying skill at face value is the true problem.

Rich Burlew doesn't like the idea that Diplomacy can change someone's attitude. Ok, I can understand that. But I honestly don't think the designers of the game ever intended for a high level PC to be able to stumble into the BBEG and say "Whoa, let me just make a Diplomacy check. Alright, he doesn't want to fight us anymore." This is the commonly cited "abuse" of Diplomacy, but careful examination of the Diplomacy skill gives no indication that it can be used in this way. I believe the perception is that this use of the skill can be used to put the BBEG at a disadvantage, making the BBEG think the PCs want to talk while the PCs really just want to set up for a better position. But such deception is more accurately a Bluff check, a skill that, while it is still easy to max out, is not quite as abusable.

Allow me to discourse on the matter further. The only example the PH gives of using the Diplomacy skill to head off a battle involves an NPC vs. NPC battle, not a PC vs. NPC battle. Note specifically that the battle described is a head-to-head one between two warriors, not a mass melee. Clearly, heading off a battle would require some means of getting the attention of the battlers, and such is rarely easy to do in a large-scale combat, such as two armies fighting against each other.

Another important aspect of Diplomacy is that its definition is concise and contains no mention of how it affects trust. Ergo, it affects trust not a whit. An NPC might be Helpful towards your character, but that does not mean the NPC trusts your character. Trust often takes months or years to build up. The BBEG who has been made Helpful by Diplomacy does not trust you, and his attitude should automatically shift to Hostile if he detects any deception on your part, such as trying to stall him while allies move to flank. It should be pointed out that the rules for determining an NPC's attitude are loosely defined, meaning the DM should feel free to adjudicate it as the situation demands.

This might sound like a house rule, but it is really just common sense. In places where the rules are silent, the DM should make a ruling. How do you decide what an NPC's attitude is? Well, the DM should simply adjudicate that based on the situation. And since PCs altering the conditions can probably change that situation (and hence the starting attitude), Diplomacy does not necessarily have to be the only way to change an NPC's attitude. If the PCs make the NPC an offer he cannot refuse, why would he? Just because the PC failed a Diplomacy check? Why even ask for a Diplomacy check in that case?

This brings me to my next point. Skill checks are usually things that a player requests to do. They are player abilities that usually require actions and therefore the player must usually announce an intent to do so. The only exception to this is reactionary skill checks (like Spot checks to notice a hidden opponent). I dislike it when a DM tells me to roll a Diplomacy check, especially when my goal is not to change the NPC's attitude. NPCs are not static creatures that respond only when a Diplomacy check is rolled against them. They should react rationally (assuming they are sane) at all times given the circumstances. My wizard might not be a cunning negotiator, but when he offers to slay the evil dragon beseiging the kingdom for a simple trifle in the king's treasury of little worth (although it may have some significance to my wizard), the king should accept. A more skilled diplomat might be able to persuade the king that a comparatively disadvantageous reward is appropriate, but that is the benefit that comes with having a good Diplomacy check. A good Diplomacy check should not be required to get NPCs to act rationally.

Finally, I would like to say one more thing about the skill. Diplomacy must fit the situation. A DM should be perfectly within his right to say certain Diplomacy checks are automatically successful given the situation. My wizard in the above-described example for instance, ought to automatically succeed on his Diplomacy check to convince the king of something that is obviously in the king's best interest and costs him very little. Would you buy a brand new ferrari for a mere $5,000? Who could pass it up? Likewise, the heroes brandishing wands and weapons should automatically fail a Diplomacy check against the BBEG as it is obvious they are looking for a fight. Asking to talk in such a situation is really just a Bluff check and should be treated as such (with an appropriate bonus to the BBEG given the hard-to-believe nature of the situation). Even if your character honestly does just want to talk and your friends are still bristling for a fight, the BBEG isn't going to ignore them to talk to you. He will dispatch your allies quickly and efficiently before entering into a polite conversation.

To summarize, Diplomacy is simply a skill that requires a bare modicum of common sense to adjudicate. Like many rules, if you take them too literally, they ruin the game. But taken as they were meant to be used, as a guideline for adjudicating social interaction involving characters who are more skilled with words than their players, the skill is not "broken" at all.
 

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Another reason diplomacy is not broken is that it only changes the NPC's attitude about you. Not you and your allies. The foe you send from hostile to indifferent will now chose someone else in the party to attack as long as you stay out of the way. If you somehow make the BBEG friendly towards you, here comes that "Join Me, kill your friends and We shall rule the world!" speach. :]

http://www.d20srd.org/srd/skills/diplomacy.htm
 

frankthedm said:
If you somehow make the BBEG friendly towards you, here comes that "Join Me, kill your friends and We shall rule the world!" speach. :]

Or the "I really like you, so I'm going to eat you last" speech, if the BBEG is a one-eyed guy living in a cave with a lot of goats.
 

airwalkrr said:
Likewise, the heroes brandishing wands and weapons should automatically fail a Diplomacy check against the BBEG as it is obvious they are looking for a fight. Asking to talk in such a situation is really just a Bluff check and should be treated as such (with an appropriate bonus to the BBEG given the hard-to-believe nature of the situation). Even if your character honestly does just want to talk and your friends are still bristling for a fight, the BBEG isn't going to ignore them to talk to you. He will dispatch your allies quickly and efficiently before entering into a polite conversation.

Don't know that I would say *impossible*. One of the things I really like about the skill system is the fact that many seemingly-impossible things can be done with a high enough skill check. But, yes, the circumstances must be taken into account, and the sheer amount of penalties in the above situation would be staggering.

airwalkrr said:
To summarize, Diplomacy is simply a skill that requires a bare modicum of common sense to adjudicate. Like many rules, if you take them too literally, they ruin the game. But taken as they were meant to be used, as a guideline for adjudicating social interaction involving characters who are more skilled with words than their players, the skill is not "broken" at all.

YAY!! The Common Sense Rule!! If something doesn't make sense, It doesn't happen! If, as DM, you feel that a character is abusing a rule, or deliberately reading something too literally to gain an unfair advantage, or deliberately trying to twist something that is clearly written, then you put a stop to it.
 


Tequila Sunrise said:
It always amazes me how many gamers completely ignore common sense. Brilliant, Airwalkrr!
Which is at least partly because common sense is hardly common and often not very sensible. I agree with most of airwalkrr's points, but I prefer not to call for common sense, since that's mostly a matter of definition. What is common sense to one person is not necessarily so for someone else.
 

shilsen said:
Which is at least partly because common sense is hardly common and often not very sensible. I agree with most of airwalkrr's points, but I prefer not to call for common sense, since that's mostly a matter of definition. What is common sense to one person is not necessarily so for someone else.

QFT
 

frankthedm said:
Another reason diplomacy is not broken is that it only changes the NPC's attitude about you. Not you and your allies.
I'm afraid you made that up, Frank. There's nothing in the skill description that limits the skill in this way, and in fact, it specifies that it can be used "to negotiate peace between feuding barbarian tribes," or "when two advocates...plead opposite cases."

However, I agree with airwalkrr. There's nothing broken about Diplomacy per se.
 

airwalkrr said:
To summarize, Diplomacy is simply a skill that requires a bare modicum of common sense to adjudicate. Like many rules, if you take them too literally, they ruin the game. But taken as they were meant to be used, as a guideline for adjudicating social interaction involving characters who are more skilled with words than their players, the skill is not "broken" at all.
To quote from the Role-Playing Game Manifesto...

"When Dice Conflict with the Story, the Story Always Win."

If you think the BBEG -- not a minion or a mook -- should be immune from the PC's power of persuasion, so be it. Let the players learn it the hard way.
 

Attachments


Vegepygmy said:
I'm afraid you made that up, Frank. There's nothing in the skill description that limits the skill in this way, and in fact, it specifies that it can be used "to negotiate peace between feuding barbarian tribes," or "when two advocates...plead opposite cases."
I'm afraid you should re-read diplomacy before saying I made something up. You have just descibed two uses of opposed diplomacy check. "Influencing NPC attitude" DOES specify "you".

diplomaticsnm8.gif


Diplomacy (Cha)
Check
You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check; see the Influencing NPC Attitudes sidebar, below, for basic DCs. In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.

See also: epic usages of Diplomacy.

Action
Changing others’ attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made as a full-round action, but you take a -10 penalty on the check.

Try Again
Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.

Special
A half-elf has a +2 racial bonus on Diplomacy checks.

If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks.

Synergy
If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.

Influencing NPC Attitudes
Use the table below to determine the effectiveness of Diplomacy checks (or Charisma checks) made to influence the attitude of a nonplayer character, or wild empathy checks made to influence the attitude of an animal or magical beast.


http://img174.imageshack.us/img174/1074/diplomaticsnm8.gif
 

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