Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*TTRPGs General
High Diplomatic Characters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Seravin" data-source="post: 1313723" data-attributes="member: 6783"><p>I've got a similar character in the game I'm running. I just make sure I know what the possible modifiers are to convince someone to stop fighting (or not to start). </p><p>Regardless, my players generally use an equal mix of diplomacy and violence - they like the combats. It's in the city where the diplomat really shines and the party generally just turns her loose and tells her to "find these things out" or "sell this stuff". Though when it comes to haggling, I generally use an opposed role vs. the merchant's profession skill.</p><p></p><p>The stuff I use:</p><p>If the character is rushing it (full round action), then the check is at -10 (3.5 PHB pg 72).</p><p>If the fight has already started I peg the bad guys attitude at Hostile and generally rule that the attitude has to be brought up to Friendly in order to stop the fight - of course everyone has to be able to hear and the party can't take any additional hostile actions.</p><p>If the fight hasn't started yet but almost certainly will, then the bad guys are still Hostile, but raising it to Indifferent usually staves off the fight. </p><p></p><p>Other circumstantial modifiers could apply - convincing a starving vampire-spawn not to eat you might be practically impossible (further -20 and need 10 ranks), but convincing the vampire-spawn to eat your friend instead of you might be easier...</p><p></p><p>Knowing the villains motivation really helps. Minions are probably in it for the gold and should be easier to convince that it's not worth it (although if there are more of them then the party and they haven't seen what the party could do, then is it worth their job, and maybe their life if the boss finds out?). </p><p>The main bad guys are probably motivated in continuing their current course - a helpful result may convince the badguy to alter their plans somewhat to accomodate the diplomat's safety/health/happiness, but in my mind won't usually throw away their plans completely just because a friendly person doesn't like it.</p></blockquote><p></p>
[QUOTE="Seravin, post: 1313723, member: 6783"] I've got a similar character in the game I'm running. I just make sure I know what the possible modifiers are to convince someone to stop fighting (or not to start). Regardless, my players generally use an equal mix of diplomacy and violence - they like the combats. It's in the city where the diplomat really shines and the party generally just turns her loose and tells her to "find these things out" or "sell this stuff". Though when it comes to haggling, I generally use an opposed role vs. the merchant's profession skill. The stuff I use: If the character is rushing it (full round action), then the check is at -10 (3.5 PHB pg 72). If the fight has already started I peg the bad guys attitude at Hostile and generally rule that the attitude has to be brought up to Friendly in order to stop the fight - of course everyone has to be able to hear and the party can't take any additional hostile actions. If the fight hasn't started yet but almost certainly will, then the bad guys are still Hostile, but raising it to Indifferent usually staves off the fight. Other circumstantial modifiers could apply - convincing a starving vampire-spawn not to eat you might be practically impossible (further -20 and need 10 ranks), but convincing the vampire-spawn to eat your friend instead of you might be easier... Knowing the villains motivation really helps. Minions are probably in it for the gold and should be easier to convince that it's not worth it (although if there are more of them then the party and they haven't seen what the party could do, then is it worth their job, and maybe their life if the boss finds out?). The main bad guys are probably motivated in continuing their current course - a helpful result may convince the badguy to alter their plans somewhat to accomodate the diplomat's safety/health/happiness, but in my mind won't usually throw away their plans completely just because a friendly person doesn't like it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
High Diplomatic Characters
Top