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What can you do with Diplomacy?
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<blockquote data-quote="Pielorinho" data-source="post: 1106872" data-attributes="member: 259"><p>Utrecht, I hope you're not misunderstanding me. A 30+ check DEFINITELY succeeds in my game. It just doesn't necessarily do everytihng the player wants ti to do.</p><p> </p><p>Just as you don't slay a red dragon with a single attack roll of 37, you don't completely change someone's attitude, to the point that they'll endanger their life for no appreciable benefit, with such a roll.</p><p> </p><p>However, you do accomplish a lot: you can avoid being reported for a crime, you can gain information, you can get folks to run your errands or put in a good word with their allies on your behalf. People will be willing to go out of their way based on such a roll in order to help you.</p><p> </p><p>And the less powerful they are, the farther out of their way they'll go. DC 37 with a shopkeeper? Welcome to discount city, baby. DC 37 with the King? Pshaw! The king deals with magically-enhanced, professionally-trained diplomats all the time, and is pretty jaded. You're lucky if the king pays attention to such a paltry diplomcacy skill.</p><p> </p><p>Again, it's a useful skill IMC. But my game relies heavily on diplomacy; I'm not going to short-circuit the game by making a die roll overpower plausible motivations.</p><p> </p><p>(On the hijack of the "Default PC success" model: I agree with that entirely, and regularly bend the rules to allow a character to achieve partial successes. Recent example? A PC cast enervate on a creature with SR, and spent a Hero Point to bump up her caster level check. Even with the Hero Point, she wasn't able to overcome the SR; since she'd spent the point, however, I squidged the rules, such that the enervate took effect for one round. I'm all about allowing PCs to succeed.)</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1106872, member: 259"] Utrecht, I hope you're not misunderstanding me. A 30+ check DEFINITELY succeeds in my game. It just doesn't necessarily do everytihng the player wants ti to do. Just as you don't slay a red dragon with a single attack roll of 37, you don't completely change someone's attitude, to the point that they'll endanger their life for no appreciable benefit, with such a roll. However, you do accomplish a lot: you can avoid being reported for a crime, you can gain information, you can get folks to run your errands or put in a good word with their allies on your behalf. People will be willing to go out of their way based on such a roll in order to help you. And the less powerful they are, the farther out of their way they'll go. DC 37 with a shopkeeper? Welcome to discount city, baby. DC 37 with the King? Pshaw! The king deals with magically-enhanced, professionally-trained diplomats all the time, and is pretty jaded. You're lucky if the king pays attention to such a paltry diplomcacy skill. Again, it's a useful skill IMC. But my game relies heavily on diplomacy; I'm not going to short-circuit the game by making a die roll overpower plausible motivations. (On the hijack of the "Default PC success" model: I agree with that entirely, and regularly bend the rules to allow a character to achieve partial successes. Recent example? A PC cast enervate on a creature with SR, and spent a Hero Point to bump up her caster level check. Even with the Hero Point, she wasn't able to overcome the SR; since she'd spent the point, however, I squidged the rules, such that the enervate took effect for one round. I'm all about allowing PCs to succeed.) Daniel [/QUOTE]
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