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<blockquote data-quote="Celebrim" data-source="post: 6023056" data-attributes="member: 4937"><p>Thinking more about this, it sounds to me like you are better served for what you want by actually adhering closer to the RAW. As I previously indicated, although almost everyone does it, the RAW don't actually allow you to use Diplomacy to make 'persuade' checks. Without the need to know whether someone's attempts at persuasion work, you can use just your knowledge of a player's Diplomacy skill bonus to set the tone of a conversation - either by 'taking 10' or rolling a reaction result check behind the screen at the start of a social encounter. This allows you to determine the general tone of the NPC toward the player. You still may want to apply some circumstantial modifiers if you want to be strict in following the dice, but if your goal is minimal interruption of the flow of conversation you might just go with the RAW.</p><p></p><p>One thing that I find very handy is having a legal pad beside me that briefly summarizes all the rolls I might want to make for the players in secret. For example, I typically list each PC and beside it the PC's flatfooted AC, reflex, will, and fort saves, and their bonuses to spot, listen, search, and sense motive. I can then quickly consult the legal pad whenever I need to make a roll on the behalf of the PC. It sounds to me that the way you want to play would be enhanced by having the appraise, diplomacy and possibly the bluff bonus for each character be written down somewhere at hand so that you don't have to interrupt the player with the rules during RP.</p><p></p><p>This would be an example of Celebrim's Second Law of RPG's in action: "How you think about playing a system is more important than the rules system itself." In this case, how you prepare to play might actually change the way that you percieve the system mechanics.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6023056, member: 4937"] Thinking more about this, it sounds to me like you are better served for what you want by actually adhering closer to the RAW. As I previously indicated, although almost everyone does it, the RAW don't actually allow you to use Diplomacy to make 'persuade' checks. Without the need to know whether someone's attempts at persuasion work, you can use just your knowledge of a player's Diplomacy skill bonus to set the tone of a conversation - either by 'taking 10' or rolling a reaction result check behind the screen at the start of a social encounter. This allows you to determine the general tone of the NPC toward the player. You still may want to apply some circumstantial modifiers if you want to be strict in following the dice, but if your goal is minimal interruption of the flow of conversation you might just go with the RAW. One thing that I find very handy is having a legal pad beside me that briefly summarizes all the rolls I might want to make for the players in secret. For example, I typically list each PC and beside it the PC's flatfooted AC, reflex, will, and fort saves, and their bonuses to spot, listen, search, and sense motive. I can then quickly consult the legal pad whenever I need to make a roll on the behalf of the PC. It sounds to me that the way you want to play would be enhanced by having the appraise, diplomacy and possibly the bluff bonus for each character be written down somewhere at hand so that you don't have to interrupt the player with the rules during RP. This would be an example of Celebrim's Second Law of RPG's in action: "How you think about playing a system is more important than the rules system itself." In this case, how you prepare to play might actually change the way that you percieve the system mechanics. [/QUOTE]
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