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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: 6078223" data-attributes="member: 6669384"><p>Fair point.</p><p></p><p>As I said, I'd hand out a circumstance modifier of no more than +2 for a good pitch, based no so much on the player's eloquence as on the verbal tactics they employ. </p><p></p><p>If +2 is all the difference there is between Bill's PC who's "good at talking" and Randy's who isn't, then Bill needs to learn better character design. </p><p></p><p>I picked +2 as the top bonus because it's what a character can achieve at combat situations with good tactics, it's the circumstance bonus someone might get to Climb skill if they planned the right gear. It's the typical bonus you'd give for Craft if they had the right tools or a trained assistant. </p><p></p><p>In short, it's appropriate. More would bring about exactly the problem you describe. None at all would make that the only skill in the game where the result can't be modified by player tactics or planning.</p><p></p><p>Think about that: Need to feed the party in the wilderness? That's Survival. Roll your dice, and I don't care if you have fishing gear or not, you can fish equally well. </p><p></p><p>Need to treat an injured friend? That's Healing. Go ahead and roll your dice, and we won't care if you have a Healer's kit or not, the dice and the dice alone will decide if your friend lives or dies.</p><p></p><p>Need to start a signal fire to get rescued? That's Survival again. Roll your dice and I won't ask if you actually bothered to keep your firewood dry, or if you have flint and steel (tinderbox in the equipment list). There are no circumstance modifiers for good planning and no penalties for being dumb as a sack of hammers.</p><p></p><p>Is that how you think we should play?</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6078223, member: 6669384"] Fair point. As I said, I'd hand out a circumstance modifier of no more than +2 for a good pitch, based no so much on the player's eloquence as on the verbal tactics they employ. If +2 is all the difference there is between Bill's PC who's "good at talking" and Randy's who isn't, then Bill needs to learn better character design. I picked +2 as the top bonus because it's what a character can achieve at combat situations with good tactics, it's the circumstance bonus someone might get to Climb skill if they planned the right gear. It's the typical bonus you'd give for Craft if they had the right tools or a trained assistant. In short, it's appropriate. More would bring about exactly the problem you describe. None at all would make that the only skill in the game where the result can't be modified by player tactics or planning. Think about that: Need to feed the party in the wilderness? That's Survival. Roll your dice, and I don't care if you have fishing gear or not, you can fish equally well. Need to treat an injured friend? That's Healing. Go ahead and roll your dice, and we won't care if you have a Healer's kit or not, the dice and the dice alone will decide if your friend lives or dies. Need to start a signal fire to get rescued? That's Survival again. Roll your dice and I won't ask if you actually bothered to keep your firewood dry, or if you have flint and steel (tinderbox in the equipment list). There are no circumstance modifiers for good planning and no penalties for being dumb as a sack of hammers. Is that how you think we should play? [/QUOTE]
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Problems with the Diplomacy skill (plus a total halt to a campaign)
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