DungeonMaester said:
Ive used Rich's Variant before he ever published/wrote out his rule. My house rule as always been Role play First, roll second.
---Rusty
What do you do if you have a player that may be new to roleplaying, or is not good at debating, but wants to play a character that is Diplomatic?
Possible ways I can see people playing Diplomacy:
ROLEPLAYING
1) The PCs can say whatever they want, however they want, but the DM already has the NPC's mind made up already, so no matter what the PCs really say, it is not going to change anything. This is obviously story-driven and the die don't really influence anything (Diplomacy-wise). To this I ask, why even have a Diplomacy skill at all?
2) The PCs can say whatever they want, however they want, the DM may have a good idea of what he wants the NPC to do (or he may be undecided), and good roleplaying/debating might just persuade the DM/NPC one way or another. Same as above, if it is solely roleplaying that wins the arguement, why have a Diplomacy skill?
The above also makes it very hard for someone new to role-playing or not good at debating play a Diplomatic character.
ROLL-PLAYING
Let's assume the PC is not a very good wordsmith (IRL), so he convey's his intentions to the DM and let's the skill check and die roll make the outcome. Results:
1) The DM plays the dice how they land, and adjusts the NPC's attitudes accordingly.
2) The DM already has the NPC's mind made up, and no matter how the dice turn up, it is not going to change anything. To this I ask again, why even have a Diplomacy skill?
3) The DM is uncertain how he wants the NPC to react, and will take the die roll into consideration. He still has final say when it comes down to it, and can effectively "veto" the result (not that the PCs would know this). --- This is basically how my group plays.