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Excerpt: skill challenges
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<blockquote data-quote="Celebrim" data-source="post: 4204225" data-attributes="member: 4937"><p>To me, convincing a single person to lend aid is poorly suited to requiring lots and lots of dice checks. Lots and lots of dice checks might still happen, but I don't see why they should be required.</p><p></p><p>My general approach would be:</p><p></p><p>1) Set some high DC on getting the Duke to provide aid to the players. Allow a single social check (diplomacy, bluff, or intimidate) based on this high DC and modified by the appropriateness of the player's role play.</p><p>2) Allow the DC of the social check to be greatly reduced if before making it, a second diplomacy check improved the Duke's reaction to the PC's to friendly. Modify this roll's DC by the suitableness of the player's role play as well.</p><p>3) Allow multiple chances for success (and multiple oppurtunities for role play) so long as the PC's haven't driven the Duke's opinion of the PC's sufficiently negative that he refuses to listen further or takes hostile action against them.</p><p></p><p>If I wanted to make this a particularly involved situation, I'd require that the PC's change the situational modifiers before recieving an oppurtunity to reroll the check - for example, they may first need to bring the Duke's senior advisor or wife on board or the Duke may need to be bribed before the Duke will seriously reconsider thier arguments.</p><p></p><p>If I wanted to make the situation the focus of a whole session or more, then I'd have a council of Nobles each of which would need to be persuaded in order to obtain a majority. To make it particularly difficult or involved, I might require such a resolution be unaminous to be binding. Or alternately, I could require the PC's to navigate thier way up a bureacracy before obtaining audience with the Duke (or anyone else). </p><p></p><p>In short, there are lots of ways of doing this very sort of thing with existing techniques which to my mind are less likely to create problems than arbitrarily requires 8 successes or some such.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4204225, member: 4937"] To me, convincing a single person to lend aid is poorly suited to requiring lots and lots of dice checks. Lots and lots of dice checks might still happen, but I don't see why they should be required. My general approach would be: 1) Set some high DC on getting the Duke to provide aid to the players. Allow a single social check (diplomacy, bluff, or intimidate) based on this high DC and modified by the appropriateness of the player's role play. 2) Allow the DC of the social check to be greatly reduced if before making it, a second diplomacy check improved the Duke's reaction to the PC's to friendly. Modify this roll's DC by the suitableness of the player's role play as well. 3) Allow multiple chances for success (and multiple oppurtunities for role play) so long as the PC's haven't driven the Duke's opinion of the PC's sufficiently negative that he refuses to listen further or takes hostile action against them. If I wanted to make this a particularly involved situation, I'd require that the PC's change the situational modifiers before recieving an oppurtunity to reroll the check - for example, they may first need to bring the Duke's senior advisor or wife on board or the Duke may need to be bribed before the Duke will seriously reconsider thier arguments. If I wanted to make the situation the focus of a whole session or more, then I'd have a council of Nobles each of which would need to be persuaded in order to obtain a majority. To make it particularly difficult or involved, I might require such a resolution be unaminous to be binding. Or alternately, I could require the PC's to navigate thier way up a bureacracy before obtaining audience with the Duke (or anyone else). In short, there are lots of ways of doing this very sort of thing with existing techniques which to my mind are less likely to create problems than arbitrarily requires 8 successes or some such. [/QUOTE]
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