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My group and I don't want a "Sub-System" for dealing with out of combat scenarios.
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5968536" data-attributes="member: 710"><p>This is indeed a problem, tugging the game into two directions.</p><p></p><p>I seem to remember that one of the early thoughts about the new skill system was not that you would simply get a bonus to a roll, but having a skill gave you new options others did not.</p><p></p><p>If you would go this route, and skills like Diplomacy or Intimidate gave you "tricks" that others simply can't use regardless of how big your Diplomacy is, then the mechancis would basically do what you do in skill challenges - give a reason for the low-modifier individual to do his things.</p><p></p><p>Say, regular rules for charisma and social interaction:</p><p></p><ul> <li data-xf-list-type="ul"> Charisma: You can use Charisma to convince people to see things your way. This requires opposed Charisma Checks. The other side gains a +5 bonus if it is outright hostile to you, and +5 if what you are asking is very risky. If you fail the check by 10 or more, the target refuses further discussions on the topic and it's attitude worsens, potentially ending in violence (if appropriate to the situation.)</li> <li data-xf-list-type="ul"> Diplomacy: Your eloquence improves other individual's attitude towards you. This generally requires a successful Charisma Check DC 10</li> <li data-xf-list-type="ul"> Bluff: Your ability to bend the truth and read your target's wishes can allow you to reduce the perceived risks or cost of an action. This generally requires a succesful Charisma Check DC 10.</li> </ul><p></p><p>So sure, the Rogue with Charisma 19 has a +4 bonus, but if he tries to convince a Goblin Guard that he should help him would have to roll vs +10+ the Goblin's bonus. The Fighter with Charisma 8 and a -1 modifier but with Bluff and Diplomacy gets two easier rolls to improve the attitude and perception of risk.</p><p></p><p>I am not saying the above rules are good - especially since they still focus mostly on reducing difficulty class. </p><p></p><p>Something else could be:</p><p>Diplomacy: </p><p></p><ul> <li data-xf-list-type="ul">Even when you fail a Charisma Check in a social situation, you never worsen the situation and may continue trying to convince the target - but you may need new arguments or make new offers to convince the target.</li> <li data-xf-list-type="ul">In combat you can take an action to make an opposed Charisma Check against a target to cause doubts or hesitations. The target will not make attacks until you or one of your allies makes an attack against it or one of its allies. You can use this ability only once per target.</li> </ul><p>Bluff: </p><p></p><ul> <li data-xf-list-type="ul">If you fail at a Charisma in a social situation, you can still convince the opponent of one falsehood or misdirection that may help you in further dealings with him.</li> <li data-xf-list-type="ul">In combat you can take an action to make an opposed Charisma Check against a target to mislead it. You can direct the next attack it makes against another target within range of its attack and adjacent to you. You can use this ability only once per target.</li> </ul></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5968536, member: 710"] This is indeed a problem, tugging the game into two directions. I seem to remember that one of the early thoughts about the new skill system was not that you would simply get a bonus to a roll, but having a skill gave you new options others did not. If you would go this route, and skills like Diplomacy or Intimidate gave you "tricks" that others simply can't use regardless of how big your Diplomacy is, then the mechancis would basically do what you do in skill challenges - give a reason for the low-modifier individual to do his things. Say, regular rules for charisma and social interaction: [LIST] [*] Charisma: You can use Charisma to convince people to see things your way. This requires opposed Charisma Checks. The other side gains a +5 bonus if it is outright hostile to you, and +5 if what you are asking is very risky. If you fail the check by 10 or more, the target refuses further discussions on the topic and it's attitude worsens, potentially ending in violence (if appropriate to the situation.) [*] Diplomacy: Your eloquence improves other individual's attitude towards you. This generally requires a successful Charisma Check DC 10 [*] Bluff: Your ability to bend the truth and read your target's wishes can allow you to reduce the perceived risks or cost of an action. This generally requires a succesful Charisma Check DC 10. [/LIST] So sure, the Rogue with Charisma 19 has a +4 bonus, but if he tries to convince a Goblin Guard that he should help him would have to roll vs +10+ the Goblin's bonus. The Fighter with Charisma 8 and a -1 modifier but with Bluff and Diplomacy gets two easier rolls to improve the attitude and perception of risk. I am not saying the above rules are good - especially since they still focus mostly on reducing difficulty class. Something else could be: Diplomacy: [LIST] [*]Even when you fail a Charisma Check in a social situation, you never worsen the situation and may continue trying to convince the target - but you may need new arguments or make new offers to convince the target. [*]In combat you can take an action to make an opposed Charisma Check against a target to cause doubts or hesitations. The target will not make attacks until you or one of your allies makes an attack against it or one of its allies. You can use this ability only once per target. [/LIST] Bluff: [LIST] [*]If you fail at a Charisma in a social situation, you can still convince the opponent of one falsehood or misdirection that may help you in further dealings with him. [*]In combat you can take an action to make an opposed Charisma Check against a target to mislead it. You can direct the next attack it makes against another target within range of its attack and adjacent to you. You can use this ability only once per target. [/LIST] [/QUOTE]
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My group and I don't want a "Sub-System" for dealing with out of combat scenarios.
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