Elf Witch said:
When he said he wanted to do this I looked at it two ways.
You go into a biker bar and two bikers are about to fight you are not a biker you are dressed in three piece armani suit and you step up and try to convince these complete strangers who very angry not to fight. Think how hard that would be to do. Interfering in a highly charged situation like this when you are a not only a stranger but not a part of the "group" is going to more diffcult than say if the person was stranger but also a biker.
The cleric of St Cuthbert was to put in modern terms a highly ranked police officer. Again using real life as my inspiration can you imagine if in real life you went up to a cop investigating a mass murder who was arguing say with member of the national guard and you are not any kind of officical you are basically a bystander and trying to get them to stop fighting.
It is not going to be easy hence the modifiers. I thought he had a good chance to handle this situation he has a +11 to any roll he makes. I waited until the cleric had left to have this fight break out so that the other characters would have a chance to do something. I had a feeling the bard's player would want to try something.
I wanted to give him a chance to do something.
And he did he stopped the fight he did succeed in his course of action just not the way he wanted to.
Maybe I am wrong to look at it this way but dice rolls play a part in situation outcomes.
At least he picked up on an important question and plot hook for his character why was this cleric of St Cuthbert so hostile to his character instead of just unfriendly.
Would it be easy for a civilian to get in between the chief of police and the FBI bureau chief to sort out a dispute? No. But could an amazingly skilled "face" character like Face in "The A-Team" or Lando Calrissian do it? Sure they could, with a decent roll and a decent idea from the player on what tack to use in convincing them.
Once when I was living in the UK, I had a friend who was in the British equivalent of the National Guard (the Ulster Defence Regiment of the Territorial Army) and had some military police training convince another friend who was quite drunk, a mean drunk, and a US Marine to not punch a random guy he thought had insulted the US and helped the VC in Vietnam (he hadn't, but another drunk guy had convinced him of it for "fun"). I'm not sure what the modifiers are in such a situation: +2 for my Aid Another in holding the Marine back, a +2 for being friends with the drunk, a +2 for being a veteran of an allied force, a -2 for not being in uniform, a -2 for having an accent, a -2 for being a Northern Irish Protestant interacting with an Irish-American, a -2 for the Marine being quite drunk, and a -2 for the Marine being a notorious mean drunk? Heck, you could modify all day, but it seems like just rolling the dice (and adding in the Aid Another) is easier and simpler for everybody to understand. And the bottomline is, even non-cinematic folks, with proper training (skills points) and luck (a good roll) can Diplomacy down a fight.
My point is:
-- This was a doable task, and to me not outside the realm of "normal" uses of Diplomacy
-- PC's are supposed to be able to do difficult stuff
-- I wouldn't overly modify things, especially if it's against the PC's and not applied consistently. For example, is it more realistic to apply a -2 TH to missile attacks for a windy day, and a -2 TH to bowfire for a rainy day? Sure, wind is bad for missiles and rain messes with bow strings. But I wouldn't bother, since it's too much "paperwork" and it will annoy the players. It's especially bad if the -2 TH for windy doesn't apply to monster attacks (giant-tossed boulders may be too big to be effected by the wind, but it doesn't feel fair).