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*Pathfinder & Starfinder
Diplomacy Question
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<blockquote data-quote="Henry" data-source="post: 2514591" data-attributes="member: 158"><p>Keep in mind:</p><p></p><p>1) A diplomacy check takes one minute to work. A rush job of a full-round action gives a -10 to the check.</p><p></p><p>2) The guards would probably start out "hostile" - they are, after all, willing to take risks with their bodies to harm or detain the PCs.</p><p></p><p>3) Moving them to "indifferent" won't mean they go away -- it means that they are less sure about the PC's guilt, are less emotionally invested in bringing them in, but they still have been charged the rightful duty of taking the PCs in to custody. </p><p></p><p>4) Even with a helpful reaction, they don't just forget their duties; however, they might be willing to "give the PCs a head start," or "swear they'll never be seen in the area again." If the PCs push the issue (flaunting their escape, for instance) the guards will be forced into their duty.</p><p></p><p>5)A DM would be well within his rights to force multiple diplomacy checks for converting a group of people hostile to them, or to impose a penalty, because while it might be easy to empathize with one or two guards, it's harder to change minds for a group of people, due to the crowd mentality. A crowd mentality will generally keep its disposition. As a suggestion, assume the guards act as an "aid another" using the lowest guard's sense motive or diplomacy score. that's a +38 for 20 guards. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Or if you want to be less hard nosed, assume a -1 penalty for each guard, or even -1 per 2 guards, for a -19 or -9 penalty. I just can't see it as that easy to convince a crowd NOT to do something, especially if they are veterans. Heck, Stirring up a mob is easier than calming one down.</p></blockquote><p></p>
[QUOTE="Henry, post: 2514591, member: 158"] Keep in mind: 1) A diplomacy check takes one minute to work. A rush job of a full-round action gives a -10 to the check. 2) The guards would probably start out "hostile" - they are, after all, willing to take risks with their bodies to harm or detain the PCs. 3) Moving them to "indifferent" won't mean they go away -- it means that they are less sure about the PC's guilt, are less emotionally invested in bringing them in, but they still have been charged the rightful duty of taking the PCs in to custody. 4) Even with a helpful reaction, they don't just forget their duties; however, they might be willing to "give the PCs a head start," or "swear they'll never be seen in the area again." If the PCs push the issue (flaunting their escape, for instance) the guards will be forced into their duty. 5)A DM would be well within his rights to force multiple diplomacy checks for converting a group of people hostile to them, or to impose a penalty, because while it might be easy to empathize with one or two guards, it's harder to change minds for a group of people, due to the crowd mentality. A crowd mentality will generally keep its disposition. As a suggestion, assume the guards act as an "aid another" using the lowest guard's sense motive or diplomacy score. that's a +38 for 20 guards. :D Or if you want to be less hard nosed, assume a -1 penalty for each guard, or even -1 per 2 guards, for a -19 or -9 penalty. I just can't see it as that easy to convince a crowd NOT to do something, especially if they are veterans. Heck, Stirring up a mob is easier than calming one down. [/QUOTE]
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