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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Diplomacy, the replacement for roleplaying.
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<blockquote data-quote="Coredump" data-source="post: 2344079" data-attributes="member: 6939"><p>I think this goes against what Diplomacy is, and what role playing game are all about. Maybe he should try blackjack instead.</p><p></p><p></p><p>I don't care *how* good a roll someone gets. I am *not* selling them my house for $50. I may even feel really really bad that I can't help him out by selling him my house, but I'm still not going to do it.</p><p></p><p>And remember, the time it takes *starts* at one minute. But "this time requirement may greatly increase". It may takes weeks to convince the King to send hit troops, *if* he will anyway.</p><p></p><p>So one way around this. Give steep modifiers based on time, but don't tell the player (since the character would never know)</p><p></p><p>So to talk the waif out of the bread may take a base of 10 minutes of a 'pitch', and a DC of 35 for the closing sale. So if he spends 10 minutes, or more, trying, then needs to roll a 35. But if he only spends one round trying, then it may be a DC of 55.</p><p></p><p>The King you decide starts off with a base of one month, and a DC of 30. If he only spends two weeks, he would need a DC of 45. If only three days, a DC of 75. </p><p></p><p>If you spend TOO long 'softening' them up, it gets annoying, and may also raise the DC. </p><p>So if you spend 2 months talking with the king before the final 'sales pitch', then it is a DC 40.</p><p></p><p>And, of course, if the first 'final sales pitch' fails, the second one is also at a penalty.</p><p></p><p></p><p></p><p>Remember, diplomacy only changes their 'attitude', it doesn't guarantee they will do what you want.</p></blockquote><p></p>
[QUOTE="Coredump, post: 2344079, member: 6939"] I think this goes against what Diplomacy is, and what role playing game are all about. Maybe he should try blackjack instead. I don't care *how* good a roll someone gets. I am *not* selling them my house for $50. I may even feel really really bad that I can't help him out by selling him my house, but I'm still not going to do it. And remember, the time it takes *starts* at one minute. But "this time requirement may greatly increase". It may takes weeks to convince the King to send hit troops, *if* he will anyway. So one way around this. Give steep modifiers based on time, but don't tell the player (since the character would never know) So to talk the waif out of the bread may take a base of 10 minutes of a 'pitch', and a DC of 35 for the closing sale. So if he spends 10 minutes, or more, trying, then needs to roll a 35. But if he only spends one round trying, then it may be a DC of 55. The King you decide starts off with a base of one month, and a DC of 30. If he only spends two weeks, he would need a DC of 45. If only three days, a DC of 75. If you spend TOO long 'softening' them up, it gets annoying, and may also raise the DC. So if you spend 2 months talking with the king before the final 'sales pitch', then it is a DC 40. And, of course, if the first 'final sales pitch' fails, the second one is also at a penalty. Remember, diplomacy only changes their 'attitude', it doesn't guarantee they will do what you want. [/QUOTE]
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Diplomacy, the replacement for roleplaying.
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