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Diplomacy Skill Check Results
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<blockquote data-quote="Tigerbunny" data-source="post: 2321085" data-attributes="member: 21857"><p>As one of the Bad DMs referenced, let me explain how I do it.</p><p></p><p>I'm dealing with 2 different things I dislike in the RAW. In general, the results end up pretty close to RAW with these exceptions.</p><p></p><p>(1) Incremental checks. Modified results of 6 or less can impose a negative circumstance modifier on later checks, and modified results of 14 or better can give a bonus. This is because it's SO hard to move people up (and especially DOWN) the attitude ladder. I sort of informally track this, so as to create a bit of a ladder in between steps - someone can be 1/3 of the way from Indifferent to Friendly, for example.</p><p></p><p>(2) First impressions. The first extended social interaction with a new NPC I _always_ ask for some kind of social skill - Bluff, Intimidate, Diplomacy, etc depending on the context. The result of this check sets the 'first impression' of the NPC. They may be Indifferent, Friendly, or Hostile, but that first interaction offers the possibility of setting the tone for the relationship. Thus a high result will tend to give circumstance bonuses for similar interactions in the future, where a poor result will tend to give penalties.</p><p></p><p>I also DO do 'blow the top off' results - the aforementioned 36 - where I just decide that the NPC is so thoroughly convinced that they shift 2 stops instead of 1.</p><p></p><p>That's what I do.</p></blockquote><p></p>
[QUOTE="Tigerbunny, post: 2321085, member: 21857"] As one of the Bad DMs referenced, let me explain how I do it. I'm dealing with 2 different things I dislike in the RAW. In general, the results end up pretty close to RAW with these exceptions. (1) Incremental checks. Modified results of 6 or less can impose a negative circumstance modifier on later checks, and modified results of 14 or better can give a bonus. This is because it's SO hard to move people up (and especially DOWN) the attitude ladder. I sort of informally track this, so as to create a bit of a ladder in between steps - someone can be 1/3 of the way from Indifferent to Friendly, for example. (2) First impressions. The first extended social interaction with a new NPC I _always_ ask for some kind of social skill - Bluff, Intimidate, Diplomacy, etc depending on the context. The result of this check sets the 'first impression' of the NPC. They may be Indifferent, Friendly, or Hostile, but that first interaction offers the possibility of setting the tone for the relationship. Thus a high result will tend to give circumstance bonuses for similar interactions in the future, where a poor result will tend to give penalties. I also DO do 'blow the top off' results - the aforementioned 36 - where I just decide that the NPC is so thoroughly convinced that they shift 2 stops instead of 1. That's what I do. [/QUOTE]
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