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<blockquote data-quote="Frostmarrow" data-source="post: 3148161" data-attributes="member: 1122"><p><strong>Another variant diplomacy rule</strong></p><p></p><p>I have begun using a variant diplomacy check-rule in my Red Hand of Doom-campaign.</p><p></p><p>Whenever there is a social encounter, which starts with a player addressing an NPC, I ask <em>all </em> players present to roll diplomacy. The winner gets the attention of the NPC.</p><p></p><p>Sure, the rest of the players can add comments but the main discussion will be between the winner and the NPC. The player's attitude and up front role-playing will decide if the NPC is friendly or hostile or anything inbetween. (I allow the winner's check result to influence this too).</p><p></p><p>The upside is that no player can depend on someone else doing all the talking. Also, this means that all players will have to keep up to date on the plot since once in awhile all eyes will be on them. It also means that if you have lots of ranks in diplomacy you will win attention more often.</p><p></p><p>I plan to allow players to roll bluff, intimidate, or perform in lieu of diplomacy but in such cases demand that the winner, if using intimidate, must be threatening in one way or another. By the same token a bluffer must lie or otherwise impress and a perfomer must aim to entertain.</p><p></p><p>I have used it for two sessions. The first time I used it the player who initiated the encounter felt it was weird someone else got the attention but by the second session I think the players realise what it is I'm doing and why. When the campaign is finished I'll ask them what they think.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 3148161, member: 1122"] [b]Another variant diplomacy rule[/b] I have begun using a variant diplomacy check-rule in my Red Hand of Doom-campaign. Whenever there is a social encounter, which starts with a player addressing an NPC, I ask [I]all [/I] players present to roll diplomacy. The winner gets the attention of the NPC. Sure, the rest of the players can add comments but the main discussion will be between the winner and the NPC. The player's attitude and up front role-playing will decide if the NPC is friendly or hostile or anything inbetween. (I allow the winner's check result to influence this too). The upside is that no player can depend on someone else doing all the talking. Also, this means that all players will have to keep up to date on the plot since once in awhile all eyes will be on them. It also means that if you have lots of ranks in diplomacy you will win attention more often. I plan to allow players to roll bluff, intimidate, or perform in lieu of diplomacy but in such cases demand that the winner, if using intimidate, must be threatening in one way or another. By the same token a bluffer must lie or otherwise impress and a perfomer must aim to entertain. I have used it for two sessions. The first time I used it the player who initiated the encounter felt it was weird someone else got the attention but by the second session I think the players realise what it is I'm doing and why. When the campaign is finished I'll ask them what they think. [/QUOTE]
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