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What can you do with Diplomacy?
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<blockquote data-quote="S'mon" data-source="post: 1108257" data-attributes="member: 463"><p>How desirable a Feat or Skill is will always depend on the circumstances of the particular campaign. I'd expect in a game centred around politics and courtly intrigue Diplomacy would be much more frequently used and more useful than Tumble. That doesn't mean I think that in an intrigue game a PC should get 4 ranks in Tumble for every skill point. Likewise in a dungeon crawl, Tumble may be more useful (unless the DM makes every monster diplomatisable). A typically Rogue can max out around 10 skills so it's not an either-or choice.</p><p>There are skills such as Craft and Profession that are clearly less useful to the back-to-the-dungeon game, indeed to almost any game, than are the adventurer skills. What these skills are, is a useful tool for world-building (for DMs) and for integrating PCs into the world (for players).</p><p></p><p>Personally, if I were designing D&D from the ground up I wouldn't have used a Charisma stat (& its related skills) - or Wisdom, for that matter. The Willpower stat used in many other games (eg Runequest) covers both as used in D&D, and retaining the Wis/Cha legacy to me is more a matter of inertia by the redesigners than a considered choice. They've made it work quite well with the inner will (wis) /outer will (cha) distinction, mind you. I also don't think much of the 3e Bard (really a Minstrel or Entertainer class). The Bard prestige class in Slaine is a far better approach IMO. YMMV.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1108257, member: 463"] How desirable a Feat or Skill is will always depend on the circumstances of the particular campaign. I'd expect in a game centred around politics and courtly intrigue Diplomacy would be much more frequently used and more useful than Tumble. That doesn't mean I think that in an intrigue game a PC should get 4 ranks in Tumble for every skill point. Likewise in a dungeon crawl, Tumble may be more useful (unless the DM makes every monster diplomatisable). A typically Rogue can max out around 10 skills so it's not an either-or choice. There are skills such as Craft and Profession that are clearly less useful to the back-to-the-dungeon game, indeed to almost any game, than are the adventurer skills. What these skills are, is a useful tool for world-building (for DMs) and for integrating PCs into the world (for players). Personally, if I were designing D&D from the ground up I wouldn't have used a Charisma stat (& its related skills) - or Wisdom, for that matter. The Willpower stat used in many other games (eg Runequest) covers both as used in D&D, and retaining the Wis/Cha legacy to me is more a matter of inertia by the redesigners than a considered choice. They've made it work quite well with the inner will (wis) /outer will (cha) distinction, mind you. I also don't think much of the 3e Bard (really a Minstrel or Entertainer class). The Bard prestige class in Slaine is a far better approach IMO. YMMV. [/QUOTE]
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