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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Diplomacy, the replacement for roleplaying.
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<blockquote data-quote="Mogney" data-source="post: 2343938" data-attributes="member: 16652"><p><strong>Here is my house rule for Diplomacy.</strong></p><p></p><p>Conversation is more than just a die roll.</p><p></p><p>Diplomacy:</p><p> Diplomacy boils down to negotiation. In any situation where you want to make a diplomacy roll you are attempting to convince somebody to do something he or she wouldn’t ordinarily do. As written in the PHB diplomacy can essentially replace a role-played conversation with a die roll. Here is a system that still focuses on role-playing the conversation without making the Diplomacy skill a waste of ranks.</p><p> Diplomacy is always rolled as an opposed check except for the one exception noted below. A team of negotiators can work together, meaning to help someone you must make a DC 10 Diplomacy check and if you succeed you add +2 to anothers Diplomacy check, in order to do this though the helping player MUST participate in the role-played conversation.</p><p> A negotiator must often work very hard in order to gain an advantage over his opponent. Therefore, if you are merely watching a negotiation you can still make an opposed Diplomacy check, albeit at a -15 penalty.</p><p> You may only initiate one opposed check per conversation, but you can help any number of other negotiators, this is where it pays to have multiple negotiators on your side.</p><p>Should you lose or tie the opposed check, you will learn nothing of note and the role-play continues on as normal.</p><p>Should you lose the opposed check by more than 10, then the DM may assess a handicap, perhaps further entrenching your opponents position, or raising the price (what you will have to give up) to get what you want.</p><p>Should you win by 5 or less, the DM will give you a hint as to his general attitude. E.g. “Throg finds you to be an annoyance and wishes you would go away.”</p><p>Should you win by 6-10 the DM will give you a hint as to what his general position is. E.g. “Throg will not allow you to pass because his employer would have his head.”</p><p>Should you win by 11-20 the DM will give you a great hint. E.g. “In order to get Throg to let you pass you will have to offer him a bribe that is enough for him to quit his job and leave, or you can offer him a lesser bribe but you would have to convince him that he will not be blamed for your getting by.”</p><p>Should you win by more than 20, you will get periodic great hints from the DM throughout the conversation.</p><p></p><p>Bluff vs Sense Motive in a conversation. </p><p> This is unchanged from the PHB except to note that a successful bluff cannot be undone with a diplomacy roll. If you believed the lie then, you still believe it when getting information from an opposed Diplomacy check.</p></blockquote><p></p>
[QUOTE="Mogney, post: 2343938, member: 16652"] [b]Here is my house rule for Diplomacy.[/b] Conversation is more than just a die roll. Diplomacy: Diplomacy boils down to negotiation. In any situation where you want to make a diplomacy roll you are attempting to convince somebody to do something he or she wouldn’t ordinarily do. As written in the PHB diplomacy can essentially replace a role-played conversation with a die roll. Here is a system that still focuses on role-playing the conversation without making the Diplomacy skill a waste of ranks. Diplomacy is always rolled as an opposed check except for the one exception noted below. A team of negotiators can work together, meaning to help someone you must make a DC 10 Diplomacy check and if you succeed you add +2 to anothers Diplomacy check, in order to do this though the helping player MUST participate in the role-played conversation. A negotiator must often work very hard in order to gain an advantage over his opponent. Therefore, if you are merely watching a negotiation you can still make an opposed Diplomacy check, albeit at a -15 penalty. You may only initiate one opposed check per conversation, but you can help any number of other negotiators, this is where it pays to have multiple negotiators on your side. Should you lose or tie the opposed check, you will learn nothing of note and the role-play continues on as normal. Should you lose the opposed check by more than 10, then the DM may assess a handicap, perhaps further entrenching your opponents position, or raising the price (what you will have to give up) to get what you want. Should you win by 5 or less, the DM will give you a hint as to his general attitude. E.g. “Throg finds you to be an annoyance and wishes you would go away.” Should you win by 6-10 the DM will give you a hint as to what his general position is. E.g. “Throg will not allow you to pass because his employer would have his head.” Should you win by 11-20 the DM will give you a great hint. E.g. “In order to get Throg to let you pass you will have to offer him a bribe that is enough for him to quit his job and leave, or you can offer him a lesser bribe but you would have to convince him that he will not be blamed for your getting by.” Should you win by more than 20, you will get periodic great hints from the DM throughout the conversation. Bluff vs Sense Motive in a conversation. This is unchanged from the PHB except to note that a successful bluff cannot be undone with a diplomacy roll. If you believed the lie then, you still believe it when getting information from an opposed Diplomacy check. [/QUOTE]
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Diplomacy, the replacement for roleplaying.
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