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General Tabletop Discussion
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Diplomacy skill and adventure design.
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<blockquote data-quote="Shallown" data-source="post: 3197217" data-attributes="member: 1368"><p>I had a question on the inclusion of the Diplomacy skill while writing an adventure. </p><p></p><p>Background:</p><p>I have thrown together a D20 Gamma World using the SRD for 3.5. I am writing a Mini beginning campaign to illustrate how the system works and because I wanted to. J .</p><p></p><p>So as part of this I was including skill use of know ledges and such when I realized all of the encounters designed mainly for role-playing and interaction didn’t include notes for use of diplomacy skill. I am caught between including the skill information or not.</p><p></p><p>Pros that I can see</p><p>It shows how Diplomacy works in the game as a skill by illustrating modifiers and starting attitudes.</p><p>It allows characters who invested in the skill to see a return on that investment.</p><p></p><p>Cons</p><p>May encourage more Roll playing versus Role playing .</p><p>Could, on a bad roll, alter the intent of the encounter, which may be to introduce a meta game idea such as rest area / safe place for a future tough encounter; or a source of information to help guide the characters.</p><p></p><p>I know I could lay it however I wished but what</p></blockquote><p></p>
[QUOTE="Shallown, post: 3197217, member: 1368"] I had a question on the inclusion of the Diplomacy skill while writing an adventure. Background: I have thrown together a D20 Gamma World using the SRD for 3.5. I am writing a Mini beginning campaign to illustrate how the system works and because I wanted to. J . So as part of this I was including skill use of know ledges and such when I realized all of the encounters designed mainly for role-playing and interaction didn’t include notes for use of diplomacy skill. I am caught between including the skill information or not. Pros that I can see It shows how Diplomacy works in the game as a skill by illustrating modifiers and starting attitudes. It allows characters who invested in the skill to see a return on that investment. Cons May encourage more Roll playing versus Role playing . Could, on a bad roll, alter the intent of the encounter, which may be to introduce a meta game idea such as rest area / safe place for a future tough encounter; or a source of information to help guide the characters. I know I could lay it however I wished but what [/QUOTE]
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