ZSutherland said:
Most spells are written in a manner so explicit as to border on over-kill so that we will know exactly how they work, and by and large they are carefully considered to make sure they are appropriately powerful for their level. Going from 3.0 to 3.5, I would guess that more spells changed schools than received a serious overhaul because they were over or underpowered. On the other hand, the social skills were not much changed at all. Innuendo got shunted into Bluff, the NPC reaction table was placed in the PHB with Diplomacy so players could make more informed decisions about the skill, and that's about it. We didn't get anything about how to better set up Gather Information tables, like someone very generously displayed above, no revision to Diplomacy's many faults, and not so much as a sidebar about how to handle the gap between social skill check results and player meta-gaming, which I got for the asking here and in abundance.
Yes, part of the problem is the different "styles" of roleplaying. I agree with the poster, above, who stated that how he handled the skills varied by how the PLAYER wanted to play. EXCELLENT! A friend of mine, who goes by NYRickGrant, on these boards, wrote an article on "Threads", which is archived in the "Better Gaming Through Chemistry" thread, in the Archives forum, in which his point is: "Let the players have the adventure that they want." So, if your PLAYER wants to be a silver-tongued devil, and has no real-world skill at it, just let him roll Bluff/Diplomacy, and have it cover thinking up what to say, as well. If another PLAYER prefers to roleplay without rolling, go for it! You can do BOTH, as long as the PLAYERS understand why the PCs are being treated differently (and are OK with it)!
Since the Information Gathering table was positively received, perhaps a few "skill Hints" might be, also. (I'll post some, and we'll see).
First, a couple of people have said that the Diplomacy DCs are too low... I DISAGREE! It is not a class skill for everyone, and the poor, unskilled PCs need to be accounted for! (My poor Ranger doesn't have a Rank of Diplomacy, but he is always in there, trying to wring answers from the stingy Universe!)
The point, here, is to consider the DCs of your tasks when creating the adventure... You wouldn't put a Huge, Ancient Red Dragon into a first-level adventure (at least not as a combat opponent!), as its AC & Hit Points are too high. The PCs couldn't hit it!
Likewise, skills are limited to 1D20 + Level + 3, as a maximum... and THAT'S assuming that the PCs have that skill as a class skill, and it is maxed out! This will not always be the case! Hence, as someone else already said, consider your PCs' skills (ans skill levels!) when you are DESIGNING the adventure! Too high a DC on tasks means certain defeat, just as much as Huge, Ancient Red Dragons at first level!
Now with that out of the way, if the PCs are trying to sneak into the castle, and attempting to fast-talk the guards, let's do some design & development on this-here adventure...
To convince the guard that you're the King: Bluff + CHA. Impossible++. GM: The guards aren't stupid, and they have all SEEN the King, at one point or another throughout their careers. They know the PCs aren't him, unless magically disguised!
This is what I call a "Task Statement". The first part is what is to be accomplished, the second part lists the "Assets" that are added to the task, the third part lists the DC required to accomplish it, and the last part lists notes for the GM. In some tasks, there is also a "Type", such as "Hasty", or "Teamwork".
Now in this example, trying to convince the castle guards that you're the King (without magical help) is just plain stupid, isn't it? (Sure seems that way to me, Gilligan!) So, rather than set a DC, I just (as someone called it) "Roadblock" this lie. Lie as silvery-tongued as you can, no NPC is going to disbelieve his senses, and bow to you...
To convince the youngest guardsman that you have been summoned to the palace: Bluff + CHA. DC:15. GM: This task will be Impossible, unless the PCs can speak with him, alone (as the other guards will straighten him out). If caught alone, PCs may attempt this task.
Here, you can adjust the DC to the appropriate level for the PCs. If they are all unskilled in Bluff, with average +2 CHA, and first level, DC:15 may be tough. If they are 10th, it may be too easy, especially for the Bard.
For Eredave to convince the guards that he is going to see the palace Herbalist about new healing plants, just discovered: (Restricted). Bluff + CHA. DC:15. GM: Eredave, being known to the guards as a Master Herbalist, is the only PC who can attempt this task. Allow a +2 ircumstance Modifier for a Healer's Kit, and an additional +2 for some plant unknown to the guards (who have no Knowledge (Nature) skill, anyway).
In this case, the task is restricted, as only a PC known to be a Master Herbalist will be believable to the guards to have found new healing plants worthy of the palace Herbalist's time.
To sneak into the palace using Alter Self to appear as the King: Disguise + CHA. DC:25. GM: A +10 bonus is granted by the spell, but the guards are also intimately familiar with the King's voice, so unless the PCs have the ability to disguise their voice, this task is unlikely to succeed without further subterfuge.
Here's another sample sneak task. In this one, the PCs use magic to fool the guards.
The GM can generate all manner of taks, based upon the tactics that he thinks the PCs will use (based upon his knowledge of the players' past actions). The GM can set the DCs, as needed.
Also, let's talk a bit about lieing... I can tell you that the sky is not blue, but if you can see it, despite how silver=tongued I am, are you going to believe me, even for a short time? No, obviously not! And note, here, that Bluff is the "fast-talk" skill of D&D. It lasts for about a minute, at most, in most cases. When you have a spare minute to stop and think, you CAN realize that that dirty, wrotten used-chariot saleman just sold you a lemon!
Also, just because you tell me a great lie, it doesn't mean that you can convince me to do something suicidal. Not even
Suggestion can do that! Even
Dominate Person gets TWO saves, for that! And they're MAGIC!
So, just because you fast-talk the Princess, really well, doesn't mean that you can charm her right out of her chastity-belt, when she's a devout Catholic or Christian, or What-not, and the peace of the Kingdom depends upon her producing a royal hear (as opposed to your PCs' heir)! The DC for that task may be Impossible, or merely 34. In either case, your Bluff or Diplomacy may not be enough.
My point, here, is that the DCs to fast-talk or convince an NPC, via Bluff or Diplomacy, may vary depending upon the person, and the argument used... In this case, the PCs can't convince the Princess to go against her training, morals, and the interests of the Kingdom, and lie with (one of) them. In a similar case, the evil villian can't convince the PCs that the orphans have to be sacrificed. The DC is just Impossible!
Other things, you might be able to convince someone to do... Most NPCs will not be convinced to suicide, no matter how well the PCs roll. One poor, depressed individual, though, might be, at DC:25+.
You want to convince the King to abdicate? HA! Good luck with that! You have done him a favor? And have good reason? Okay, DC:50+. Your skill's too low? Oh well! Wait, now you have something to blackmail him with? Okay, DC:35, but if you fail, he CAN have you assassinated!
So, let's say that we have an adventure, wherein a long-lost Relic needs recovery, and the PCs need information. They believe that a Half-Orc named Lakotas has a clue, and want to get it out of him... They could try to gather information, but since he's the only source, that's pretty useless, and they learn nothing. Now they can try to fast-talk the info out of him, or convinc him to give it up.
Old Lakotas is an Orky sort, CE, hates Paladins & Elves, and doesn't much like anybody else. Typical! The PCs try Gather Info, to no avail. He takes their drinks, but tells them diddly-squat. Then Eredave, the Elf, tries to use Diplomacy on him... The GM doesn't even ask for a roll, because he already knows that Lakotas doesn't like Elves or Paladins. Eredave rolls well, and Lakotas shifts from Hostile to Neutral, but still, there's no way he'd tell a stinking ELF where the Spear of Darkness is hidden (even if this one seems okay).
Next, Ernie the Paladin tries, and shifts him over to friendly with a natural 20+, but Lakotas still isn't going to tell a Paladin anything, either! Groggor the Dwarf chases the two "problems" out, and starts fast-talking the Half-Orc. The GM sees that Lakotas has no especial feelings about Dwarves, but the DC for getting the info is set at 29. Since they're already friendly, and both Barbarians, the GM awards a +2 Circumstance Modifier on the roll... as long as Groggor has at least a +7 on his Diplomacy roll (from skill or magic), he at least has a chance to convince the Half-Orc to tell him what he needs to know!
That's just an example of how the GM can handle "Social Situations". With the consent of the players, you can even come up with similar "Tasks" for the NPCs to attempt vs. the PCs. No, Lakotas can't convince Ernie & Eredave to burn the orphanage, because their PLAYERS see that as being outside their alignments... but CN Groggor might be convinced that it would be FUN, based upon Lakotas' Bluff or Diplomacy! The Player & GM agree upon a DC, the GM rolls for Lakotas, and, if he succeeds, Groggor has been (Fast?) talked into it, despite what the other PCs will think!
Remembering that different PCs have different Convictions, Needs, Wants, and Preferences, and setting the DCs as appropriate to the arguements presented, can pretty much take all the "problems" out of "Social Skills". If anything needs throwing out, it isn't the skills, but the DCs listed under Bluff! Ask yourself if any sane individual could believe the arguement(s) being made, and if the answer is "Yes!", set a DC (erring on the high side, when in doubt), and let'em roll!