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What can you do with Diplomacy?
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<blockquote data-quote="Ran" data-source="post: 1107290" data-attributes="member: 9073"><p>I have also used the approach Quasqueton defended <not posting cause of his players>, ciscunstance modifiers are a must in my campaign, it reflects the old inn keeper known for not accpeting a deal or the difference in culture from the peoples you encounter...</p><p></p><p>I use diplomacy WITH the actual role playing because it should never substitute it, players are encouraged to make a good speech and if all they want is "Dude go away k?" then they more than deserve my negative modifier, I want roleplayers too, not just the i roll and hit type of player...</p><p></p><p>I used modifiers for sometime but have studied about mediation sicne and it helps a lot on it, for example I will present a very common situation:</p><p></p><p>A couple is getting divorced, they have children and have an impass like "If she takes the car i will want my kids", that reflects a feeling of not being cheated, everyone wants a good result for them, in a divorce there is a great interest in not maing the children suffer too...</p><p></p><p>What i mean is: in a negotiation there are many other interests behind someone's statement (what is called position due to its difficulty to leave it behind), good negotiators or diplomats, for an instance, should know how to identify better those and deal with them properly.</p><p></p><p>What do I do? I make the players roleplay then roll, based on the roll i give them information on the person's other interests and they gotta roleplay something for it... it makes diplomacy VERY useful but also very gradative.</p><p></p><p>For diplomacy in combat i would say that a good result would at least make the fiend stop and listen, they shall explain why they do it and say that unless they got a lot ut of it they will never give it up, making good alternatives is still on the table, never on the mechanics...</p><p></p><p>Anyway that is just me, I really love the nohackandslash approach and try to make it worthy, using the rules like they are but making very tight interpretation where they spoil fun.</p><p></p><p>Anyway anyone knows exactly what is a bluff and a diplomacy check? I mean... you can try to make a diplomacy check when you are actually lying, you make people roll both? one for the possibility of noting the lie and another for the actual negotiation</p><p></p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Ran, post: 1107290, member: 9073"] I have also used the approach Quasqueton defended <not posting cause of his players>, ciscunstance modifiers are a must in my campaign, it reflects the old inn keeper known for not accpeting a deal or the difference in culture from the peoples you encounter... I use diplomacy WITH the actual role playing because it should never substitute it, players are encouraged to make a good speech and if all they want is "Dude go away k?" then they more than deserve my negative modifier, I want roleplayers too, not just the i roll and hit type of player... I used modifiers for sometime but have studied about mediation sicne and it helps a lot on it, for example I will present a very common situation: A couple is getting divorced, they have children and have an impass like "If she takes the car i will want my kids", that reflects a feeling of not being cheated, everyone wants a good result for them, in a divorce there is a great interest in not maing the children suffer too... What i mean is: in a negotiation there are many other interests behind someone's statement (what is called position due to its difficulty to leave it behind), good negotiators or diplomats, for an instance, should know how to identify better those and deal with them properly. What do I do? I make the players roleplay then roll, based on the roll i give them information on the person's other interests and they gotta roleplay something for it... it makes diplomacy VERY useful but also very gradative. For diplomacy in combat i would say that a good result would at least make the fiend stop and listen, they shall explain why they do it and say that unless they got a lot ut of it they will never give it up, making good alternatives is still on the table, never on the mechanics... Anyway that is just me, I really love the nohackandslash approach and try to make it worthy, using the rules like they are but making very tight interpretation where they spoil fun. Anyway anyone knows exactly what is a bluff and a diplomacy check? I mean... you can try to make a diplomacy check when you are actually lying, you make people roll both? one for the possibility of noting the lie and another for the actual negotiation :D [/QUOTE]
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