KarinsDad said:Which should be true for the DM and NPCs as well. The DM should decide his NPC attitudes based on roleplaying, not dice rolling. Dice rolling should only be used in an "on the fence" case.
The mystical Diplomacy skill that only works on NPCs and not PCs is really bizzare.
However, note that Intimidate does not have this "cannot be done on PCs" language, but I suspect the DMG overrules that it can.
But the there is more in the Intimidate skill description
Check: You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6×10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).
If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.
The target retains its normal attitude and the Intimidate skill description sends you to the Diplomacy skill for details. Which states that you can only change the attitude of NPCs.
Diplomacy
Check: You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check; see the Influencing NPC Attitudes sidebar, below, for basic DCs. In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.
A PC can be demoralized via Intimdate though and that is important to keep in mind since that involves "penalties", i.e., the target is "shaken".
And the 3.5 DMG (pg 128) also has the info on NPCs influencing PCs.
"However, NPCs can never influence PC attitudes. The players always make their characters' decisions."
There is a difference between being helpful (as in scared) and having an attitude adjustment.
Basically an NPC can not change (shy of mind altering conditions) the attitude of a PC. The "best" that can happen is the DM tells the player his PC is "intimidated" and "scared to death" of the NPC. Your PC feels it is in his best interest to "help" the NPC. And statements like that should be all that is provided. So the player runs his PC accordingly.
Now if the PC is actually "demoralized" and "shaken" then that is the information that is conveyed as a result of being "scared".
For what its worth I agree with that voodoo Diplomacy table and will generally run NPCs as a PC in this case. But that is a house-rule and not IAW RAW.