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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
In Favor of 3.5, With One Reservation.
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<blockquote data-quote="Water Bob" data-source="post: 6023257" data-attributes="member: 92305"><p>Yes, I don't really like straying too far from RAW. I used to do that all the time (in fact, I think 1E AD&D encourages a DM to do so), but I think in a game as tightly packed as 3.0/3.5, the DM who strays opens himself up too much to the Rule of Unintended Consequences.</p><p> </p><p>I rarely use house rules anymore (though I speculate a lot on changing the rules).</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>I don't think I agree with you here. The Diplomacy rules clearly allow a character to change an NPC's attitude towards them. That's persuasion. Under the "Check" section of the skill, it says, "You can change the attitudes of others (NPC's) with a successful Diplomacy check...".</p><p> </p><p>On top of this, the skills in the game are typically viewed as being quite broad in scope. Putting skill points into the Appraise skill, for example, makes you an expert in a wide variety of appraisal situations. The same throw would be used to appraise an antique sword, a diamond, a painting, or the quality of a mansion/house. The Ride skill covers riding all things that can be ridden, even though riding a horse is a bit different than riding a camel is different from riding a griffon, dragon, or giant bat.</p><p> </p><p>Therefore, it's seems to me to be well within the scope of the Diplomacy skill to use it on all persuasion based checks. If you can persuade an NPC to like you better with the skill, then certainly the skill can be used to convince the gate guard to admit you to the town after sundown.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>Yes, I've kept this practice as a GM, no matter what RPG I'm playing.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>As much work and playtest that they put into 3.0/3.5, I'd like to think that they did know what they were doing. But, you're correct is that there is a chance that they never realized the effect of some of their game design choices had on the game.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>True, but I think I'll eliminate the roll all together. After participating in this thread, I think I'm convinced that allowing roleplaying to trump die rolling is the way to go to get the flavor of game I think best.</p><p> </p><p>Yet, the stats will still be important, because half of the time, even though the default is to RP, I'll roll enough encounters that putting skill points into skills won't be moot. And, even when RPing, I think considering a character's skill level (not rolling) should skew roleplaying. </p><p> </p><p>This way, you don't ever really have a suave CHR 5 Half-Orc. If the player RP's him that way, I'll prbably say something like, "That's the way you came across in your head. And, if the recipient of your dialogue were another half-orc, you were probably quite suave. But, you were talking to an elven gate guard, and all he really sees is a sniveling, animalistic monstrosity--a freak of nature--no matter what you say."</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>This comment struck me wrong, at first, Then, I read it again, and I don't think I really understand your intent. Care to elaborate further?</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6023257, member: 92305"] Yes, I don't really like straying too far from RAW. I used to do that all the time (in fact, I think 1E AD&D encourages a DM to do so), but I think in a game as tightly packed as 3.0/3.5, the DM who strays opens himself up too much to the Rule of Unintended Consequences. I rarely use house rules anymore (though I speculate a lot on changing the rules). I don't think I agree with you here. The Diplomacy rules clearly allow a character to change an NPC's attitude towards them. That's persuasion. Under the "Check" section of the skill, it says, "You can change the attitudes of others (NPC's) with a successful Diplomacy check...". On top of this, the skills in the game are typically viewed as being quite broad in scope. Putting skill points into the Appraise skill, for example, makes you an expert in a wide variety of appraisal situations. The same throw would be used to appraise an antique sword, a diamond, a painting, or the quality of a mansion/house. The Ride skill covers riding all things that can be ridden, even though riding a horse is a bit different than riding a camel is different from riding a griffon, dragon, or giant bat. Therefore, it's seems to me to be well within the scope of the Diplomacy skill to use it on all persuasion based checks. If you can persuade an NPC to like you better with the skill, then certainly the skill can be used to convince the gate guard to admit you to the town after sundown. Yes, I've kept this practice as a GM, no matter what RPG I'm playing. As much work and playtest that they put into 3.0/3.5, I'd like to think that they did know what they were doing. But, you're correct is that there is a chance that they never realized the effect of some of their game design choices had on the game. True, but I think I'll eliminate the roll all together. After participating in this thread, I think I'm convinced that allowing roleplaying to trump die rolling is the way to go to get the flavor of game I think best. Yet, the stats will still be important, because half of the time, even though the default is to RP, I'll roll enough encounters that putting skill points into skills won't be moot. And, even when RPing, I think considering a character's skill level (not rolling) should skew roleplaying. This way, you don't ever really have a suave CHR 5 Half-Orc. If the player RP's him that way, I'll prbably say something like, "That's the way you came across in your head. And, if the recipient of your dialogue were another half-orc, you were probably quite suave. But, you were talking to an elven gate guard, and all he really sees is a sniveling, animalistic monstrosity--a freak of nature--no matter what you say." This comment struck me wrong, at first, Then, I read it again, and I don't think I really understand your intent. Care to elaborate further? [/QUOTE]
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