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General Tabletop Discussion
*TTRPGs General
Issues with Social Skills: Bluff, Diplomacy, Intimidate
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<blockquote data-quote="Hussar" data-source="post: 5083276" data-attributes="member: 22779"><p>There's some serious walls of text there boys that I'll admit I didn't fully read, so, if something has already been covered here, feel free to move on. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My first question is, why was the diplomacy check called for in the first place?</p><p></p><p>I come from the belief that you only call for checks when doing so will lead to a more interesting result - good or bad. Did it matter, really, if the guard did or did not believe the PC? Was this a major point of the adventure? Or just a roadblock?</p><p></p><p>In other words, if your adventure is about the PC's chasing the murderer and how they try to catch him, why are they spending time talking to Random Guardsman? Is Random Guardsman important? Is this a direction you want the game to go? If not, then the Random Guardsman buys the story immedietely and you move on. I don't know the particulars of the scenario, but, it could be the PC's have something of a reputation and so, their word is pretty good. ((The presense of particular classes might help - a paladin in 3e or earlier editions for example))</p><p></p><p>Is "The party gets mistaken for the murderer" part of your plot for your adventure or not? If it's not, then don't bother with the diplomacy in the first place. If it is, then it doesn't matter if the PC succeeds or fails - either contingency leads to more interesting play.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5083276, member: 22779"] There's some serious walls of text there boys that I'll admit I didn't fully read, so, if something has already been covered here, feel free to move on. :) My first question is, why was the diplomacy check called for in the first place? I come from the belief that you only call for checks when doing so will lead to a more interesting result - good or bad. Did it matter, really, if the guard did or did not believe the PC? Was this a major point of the adventure? Or just a roadblock? In other words, if your adventure is about the PC's chasing the murderer and how they try to catch him, why are they spending time talking to Random Guardsman? Is Random Guardsman important? Is this a direction you want the game to go? If not, then the Random Guardsman buys the story immedietely and you move on. I don't know the particulars of the scenario, but, it could be the PC's have something of a reputation and so, their word is pretty good. ((The presense of particular classes might help - a paladin in 3e or earlier editions for example)) Is "The party gets mistaken for the murderer" part of your plot for your adventure or not? If it's not, then don't bother with the diplomacy in the first place. If it is, then it doesn't matter if the PC succeeds or fails - either contingency leads to more interesting play. [/QUOTE]
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Issues with Social Skills: Bluff, Diplomacy, Intimidate
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