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What can you do with Diplomacy?
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<blockquote data-quote="Mistwell" data-source="post: 1108914" data-attributes="member: 2525"><p>Why wouldn't you do that with Diplomacy.</p><p></p><p>Particularly with Diplomacy in hostile encounters, you need to ask your diplomatic player: 1) where he is standing (to see if the creature is aware of him and can hear him, and how suseptible to attack the diplomacy-user will be if the diplomacy check fails), 2) what language they want to use (because if it is a language the target doesn't understand, it won't work), 3) If they will be using a knowledge skill to try to determine what language the creature speaks, 4) what feats they will apply to the Diplomacy (since all diplomatic-focused characters use feats for this, and often abilities and spells as well), 5) whether they will do a full-round action or a one-minute action (the earlier imposing a -10 penalty), 6) what exactly is their character requesting (that the party be left alone, that the party be permitted to pass, that the party be permitted to loot, that the target help the party with a task, that the target give advice, that the target join them, etc...all of which can impose circumstance modifiers and may require an opposed Diplomacy check), etc...</p><p></p><p>Honestly, I think all the rules are already there for your diplomacy to be just as exciting and tactical as combat. I think you just are not willing to even given them a try, because you are stuck in the mode of thinking there is something wrong with those rules simply because it sometimes does not involve multiple roles of the dice.</p><p></p><p></p><p></p><p>But your combat player who chooses poor tactics, but has a +30 attack, will STILL hit despite the poor choice of tactics. Your diplomatic player, according to you, will still miss the diplomacy check despite having a +30 to the skill, because somehow the player's knowledge will override the characters knowledge for the diplomatic situation, and even though the character knows what to say and how to say it (yet your player does not), your player's lack of knowledge will hurt them far more in the diplomatic situation than the combat one (where the combat player knows how to hit still, and still will hit, and still will do the damage, and very well may even crit the target and drop them in one blow, despite having chosen poor tactics).</p><p></p><p>I really think all you are doing is crafting your rules to the advantage of your naturally more diplomatic PLAYERS, to the disadvantage of your shy and undiplomatic players. You encourage combat tactics for the naturally undiplomatic players. That makes no sense. One of the whole points of this game is the opportunity to play someone you are not. But in your game, you are punished for doing that. If you cannot beat your DM in real world diplomatic skills, you lose. But if you can role the dice well in combat, you will win.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 1108914, member: 2525"] Why wouldn't you do that with Diplomacy. Particularly with Diplomacy in hostile encounters, you need to ask your diplomatic player: 1) where he is standing (to see if the creature is aware of him and can hear him, and how suseptible to attack the diplomacy-user will be if the diplomacy check fails), 2) what language they want to use (because if it is a language the target doesn't understand, it won't work), 3) If they will be using a knowledge skill to try to determine what language the creature speaks, 4) what feats they will apply to the Diplomacy (since all diplomatic-focused characters use feats for this, and often abilities and spells as well), 5) whether they will do a full-round action or a one-minute action (the earlier imposing a -10 penalty), 6) what exactly is their character requesting (that the party be left alone, that the party be permitted to pass, that the party be permitted to loot, that the target help the party with a task, that the target give advice, that the target join them, etc...all of which can impose circumstance modifiers and may require an opposed Diplomacy check), etc... Honestly, I think all the rules are already there for your diplomacy to be just as exciting and tactical as combat. I think you just are not willing to even given them a try, because you are stuck in the mode of thinking there is something wrong with those rules simply because it sometimes does not involve multiple roles of the dice. But your combat player who chooses poor tactics, but has a +30 attack, will STILL hit despite the poor choice of tactics. Your diplomatic player, according to you, will still miss the diplomacy check despite having a +30 to the skill, because somehow the player's knowledge will override the characters knowledge for the diplomatic situation, and even though the character knows what to say and how to say it (yet your player does not), your player's lack of knowledge will hurt them far more in the diplomatic situation than the combat one (where the combat player knows how to hit still, and still will hit, and still will do the damage, and very well may even crit the target and drop them in one blow, despite having chosen poor tactics). I really think all you are doing is crafting your rules to the advantage of your naturally more diplomatic PLAYERS, to the disadvantage of your shy and undiplomatic players. You encourage combat tactics for the naturally undiplomatic players. That makes no sense. One of the whole points of this game is the opportunity to play someone you are not. But in your game, you are punished for doing that. If you cannot beat your DM in real world diplomatic skills, you lose. But if you can role the dice well in combat, you will win. [/QUOTE]
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