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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="Jon_Dahl" data-source="post: 6077942" data-attributes="member: 89822"><p>The great news is that my players managed to play the whole scenario through with a gold-medal-winning performance. I didn't give them any additional clues: no bored wife or a collapsing street was necessary. They simple handled it purely by their wits and guts.</p><p></p><p>I've been thinking about this real-life conversation skills vs. in-game diplomacy skills issue and this is what I came up with:</p><p>In basically all of the aspects of the game, it's always vital to <strong>know thy stuff</strong>.</p><p>If you cast a spell, it's important you know the spell and apply it correctly. If you think that casting an inflict serious wounds is going to kill a vampire, I will let you do it. Obviously you didn't know how it works. If you have a conversation with an NPC and you give me a clear indication that the conversation takes less than 1 minute, then there will be no diplomacy roll (rushed one might apply). You have to know that the diplomacy check requires one minute conversation.</p><p></p><p>Of course new players are a different breed. With them, I'm the most helpful guy you can imagine. But with these players I have played for 3.5 years. I refuse to believe that they don't know the rules by now. I want them to apply the game mechanics in the right way. If you cast a fireball in a small room or if you have 3-second conversations with NPCs or if try to climb a perfectly smooth wall, it's going to do you no good, but I appreciate that the players succeed and fail or their own. I'm not going autopilot for them.</p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 6077942, member: 89822"] The great news is that my players managed to play the whole scenario through with a gold-medal-winning performance. I didn't give them any additional clues: no bored wife or a collapsing street was necessary. They simple handled it purely by their wits and guts. I've been thinking about this real-life conversation skills vs. in-game diplomacy skills issue and this is what I came up with: In basically all of the aspects of the game, it's always vital to [B]know thy stuff[/B]. If you cast a spell, it's important you know the spell and apply it correctly. If you think that casting an inflict serious wounds is going to kill a vampire, I will let you do it. Obviously you didn't know how it works. If you have a conversation with an NPC and you give me a clear indication that the conversation takes less than 1 minute, then there will be no diplomacy roll (rushed one might apply). You have to know that the diplomacy check requires one minute conversation. Of course new players are a different breed. With them, I'm the most helpful guy you can imagine. But with these players I have played for 3.5 years. I refuse to believe that they don't know the rules by now. I want them to apply the game mechanics in the right way. If you cast a fireball in a small room or if you have 3-second conversations with NPCs or if try to climb a perfectly smooth wall, it's going to do you no good, but I appreciate that the players succeed and fail or their own. I'm not going autopilot for them. [/QUOTE]
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Problems with the Diplomacy skill (plus a total halt to a campaign)
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