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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Good Cop/Bad Cop (skills use in 3.5 Ed)
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<blockquote data-quote="Pax" data-source="post: 1282768" data-attributes="member: 6875"><p>Mistwell, the entire point is, the "good cop, bad cop" routine. Diplomacy is the art of being NICE and getting what you want, Intimidation is the art of being NASTY and gettign what you want.</p><p></p><p>The diplomacy isn't there to convince anyone of anything, in a GC/BC situation. What it's there for, is to provide a starker contrast with the intimidation, than the baseline world would provide. IOW, to heighten the impact OF the intimidation.</p><p></p><p>Or vice versa -- the intimidator is there to provide an artificially-sharp contrast with the pleasant, work-together demeanor ... thus heightening (slightly) the impact of the diplomacy.</p><p></p><p>It works that way in real life.</p><p></p><p>Nothing in the rules <strong>requires</strong> the assisting character to use the <strong>same</strong> skill as the primary character. Only that the GM agree the skill being used to assist is appropriate.</p><p></p><p>For another example: crafting a suit of, oh, full plate armor. Normally, that'd be pure "Craft: Armorsmith". But "Craft: Metalworking" could be used to help -- the metalworker wouldn't know how to make armor on their own, but if left to handle some specific tasks ("weld these hooks here, here, and here ... then put some hinges at these points here and here"), he could <em>help</em> an actual armorsmith to build such a suit.</p><p></p><p>So could someone with "Craft: Leatherworking" -- they could make the harness that the armor is mounted on, manufacture the straps and such that holds it together, and even build the arming doublet ... if the armorsmith directed them as to what needed to be made, and in what general shape.</p></blockquote><p></p>
[QUOTE="Pax, post: 1282768, member: 6875"] Mistwell, the entire point is, the "good cop, bad cop" routine. Diplomacy is the art of being NICE and getting what you want, Intimidation is the art of being NASTY and gettign what you want. The diplomacy isn't there to convince anyone of anything, in a GC/BC situation. What it's there for, is to provide a starker contrast with the intimidation, than the baseline world would provide. IOW, to heighten the impact OF the intimidation. Or vice versa -- the intimidator is there to provide an artificially-sharp contrast with the pleasant, work-together demeanor ... thus heightening (slightly) the impact of the diplomacy. It works that way in real life. Nothing in the rules [b]requires[/b] the assisting character to use the [b]same[/b] skill as the primary character. Only that the GM agree the skill being used to assist is appropriate. For another example: crafting a suit of, oh, full plate armor. Normally, that'd be pure "Craft: Armorsmith". But "Craft: Metalworking" could be used to help -- the metalworker wouldn't know how to make armor on their own, but if left to handle some specific tasks ("weld these hooks here, here, and here ... then put some hinges at these points here and here"), he could [i]help[/i] an actual armorsmith to build such a suit. So could someone with "Craft: Leatherworking" -- they could make the harness that the armor is mounted on, manufacture the straps and such that holds it together, and even build the arming doublet ... if the armorsmith directed them as to what needed to be made, and in what general shape. [/QUOTE]
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Good Cop/Bad Cop (skills use in 3.5 Ed)
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