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General Tabletop Discussion
*Dungeons & Dragons
Problems with the Diplomacy skill (plus a total halt to a campaign)
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<blockquote data-quote="Greenfield" data-source="post: 6077040" data-attributes="member: 6669384"><p>I've been thinking about that same thing, and by chance I've come up with the answer: Yes, I do. We all do.</p><p></p><p>If a player demonstrates good tactical knowledge we do give them bonuses, all the time. We give them +1 to Hit when they know to take high ground. We give them +2 to hit when they know enough to double team and set up flank attacks. We give them extra attacks when they corner some enemies, such as spell casters, forcing said enemy to either risk Attack of Opportunity to cast a spell or extract themselves, or else risk spell failure while trying to cast defensively</p><p></p><p>We give players bonuses to Climb when they remember that that the DC to climb a rope is 10, but the DC to climb a knotted rope is only 5 (I've always played that this shortens a 50 foot rope by 10 feet to put knots large enough and close enough together to make a difference).</p><p></p><p>We give players bonuses on Heal checks if they remember to write down that their character carries clean bandages, ungents etc. in a "Healer's kit". </p><p></p><p>We give these bonuses because the rules spell them out, clearly.</p><p></p><p>But social skills, like Bluff, Diplomacy and the like don't have those clearly defined ways to get an edge. The authors trusted us, as DMs, to figure those out on the fly. And that's pretty much what we're talking about here: How much edge to give, and when.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6077040, member: 6669384"] I've been thinking about that same thing, and by chance I've come up with the answer: Yes, I do. We all do. If a player demonstrates good tactical knowledge we do give them bonuses, all the time. We give them +1 to Hit when they know to take high ground. We give them +2 to hit when they know enough to double team and set up flank attacks. We give them extra attacks when they corner some enemies, such as spell casters, forcing said enemy to either risk Attack of Opportunity to cast a spell or extract themselves, or else risk spell failure while trying to cast defensively We give players bonuses to Climb when they remember that that the DC to climb a rope is 10, but the DC to climb a knotted rope is only 5 (I've always played that this shortens a 50 foot rope by 10 feet to put knots large enough and close enough together to make a difference). We give players bonuses on Heal checks if they remember to write down that their character carries clean bandages, ungents etc. in a "Healer's kit". We give these bonuses because the rules spell them out, clearly. But social skills, like Bluff, Diplomacy and the like don't have those clearly defined ways to get an edge. The authors trusted us, as DMs, to figure those out on the fly. And that's pretty much what we're talking about here: How much edge to give, and when. [/QUOTE]
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Problems with the Diplomacy skill (plus a total halt to a campaign)
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