Does Anyone Take the Diplomacy Rules Seriously?

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RandomCasualty
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by RandomCasualty »

Brobdingnagian at [unixtime wrote:1174107925[/unixtime]]Okay, so tell me this.

At level 15, your wizard goes into a castle, dominates the king, and gets his whole country, and keeps it because he then orders the former king's execution.

FIne, because dominate offers a will save and is perceived as an obviously hostile act. It can also be resisted by something as simple as a protection from evil spell and it can be dispelled. So it's quite risky. Go ahead and try it.


Your fighter goes, kicks the king's butt with a teddy bear on a stick, and does the same to anyone else who would challenge him, netting himself a kingdom.

Again, quite risky. The king might just as easily kick his ass.


Your rogue, who has been specialising in diplomacy, can't do sweet crap all because you want people to fight.


No, the rogue can go in there with zero risk and possibly get the king to do favors for him. But he won't get the king's entire kingdom just by asking for it.

Diplomacy is useful because it's a zero risk skill. Unlike holding a sword to someone's throat or casting a dominate or charm, people don't perceive simple talking as being a threatening act, so you can go in there and do it without risk of having your head mounted on a lance.

Also the effects of diplomacy are permanent and can't be resisted or dispelled. But yes, the effects need to be limited for that reason. It just can't be as good as dominate person, otherwise it's a ridiculously broken ability.

Basically I view social skill uses as being another mini-challenge in an adventure. And that's what skills do for the most part, beat mini-challenges. Look at the other skills.

-You come to a locked door, you use open lock.
-You come to a trap, you use search and disable device.
-You come across a pit, you use climb to traverse it.
-You come across some ancient writing, you use decipher script to translate it.

And so on and so on.

Uses for social skills I see as being special skill opportunities that the DM places in the adventure. If no doors are locked, then open lock is useless, if there is nothing to climb, you can't use climb. If there aren't obscure runes, you can't use decipher script. Similarly, if no NPCs are open to diplomacy then you can't use your social skill.

Now, a good adventure obviously should let PCs use social skills from time to time, but they're on stuff like minor encounters. Bluffing the guard to get into the king's ball without a fight, or using diplomacy to convince the Drow that you've got a common enemy, and so on.

Skills should add to an enhance the adventure, not completely drive it as you're suggesting.

Running diplomacy as you suggest is freakin' stupid, because the moment somebody gets that good at diplomacy, the game ends. They achieve universal peace and everyone (even the gods themselves) worship them as an overdeity and they get all the gold and items they want, and now they're the DM. Your only solution to this is to have everyone walk around with cones of silence on, so that there's no dialogue whatsoever in the entire campaign!

I just don't see how that's fun at all. I'm sorry, but I don't. It sounds incredibly lame and boring to play. And if you call that roleplaying, well... uh, we have a serious difference of opinion.
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Crissa
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by Crissa »

Diplomacy isn't an offensive act?

...The only reason that is so, is because you defined Dominate as offensive and Diplomacy as not.

There's no reason (aside from bad rules) a failed diplomacy check couldn't result in the same result - starting a fight or being thrown in the dungeon.

-Crissa
RandomCasualty
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by RandomCasualty »

Crissa at [unixtime wrote:1174165699[/unixtime]]Diplomacy isn't an offensive act?

...The only reason that is so, is because you defined Dominate as offensive and Diplomacy as not.

There's no reason (aside from bad rules) a failed diplomacy check couldn't result in the same result - starting a fight or being thrown in the dungeon.


"GUARDS!!! THIS MAN IS TRYING TO CONVINCE ME TO BE HIS FRIEND!!"
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by Catharz »

RandomCasualty at [unixtime wrote:1174257189[/unixtime]]
Crissa at [unixtime wrote:1174165699[/unixtime]]Diplomacy isn't an offensive act?

...The only reason that is so, is because you defined Dominate as offensive and Diplomacy as not.

There's no reason (aside from bad rules) a failed diplomacy check couldn't result in the same result - starting a fight or being thrown in the dungeon.


"GUARDS!!! THIS MAN IS TRYING TO CONVINCE ME TO BE HIS FRIEND!!"

If you try to buddy up to the wrong people, they might do exactly that.

And walking up to the king and saying 'I think you should give me the kingdom' is, historically, reason enough to have your head removed.
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Maj
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by Maj »

That actually happened to me in game not two days ago.
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by Nihlin »

RandomCasualty at [unixtime wrote:1174257189[/unixtime]]
"GUARDS!!! THIS MAN IS TRYING TO CONVINCE ME TO BE HIS FRIEND!!"

Historically, "being too familiar with your betters" has been a capital offense in a lot of places, both east and west.
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tzor
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by tzor »

Crissa at [unixtime wrote:1174165699[/unixtime]]Diplomacy isn't an offensive act?


Now, why would diplomacy be an "offensive" act. After all I'm your friend and friends don't go offensive on friends. :frowntobiggrin:

(Darn, failed another diplomacy roll.) :tongue:

You do bring up a good point. If I were to tweak the rules as written I would say that diplomacy failure would result in lowering the status of the victim by one category, which could result in a hostile attitude and a "roll initative" from the DM. (Oh before that, roll a spot check. Oh sorry you didn't notice you just failed big time in the diplomacy. He has surprise.)
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by Josh_Kablack »

AlphaNerd at [unixtime wrote:1173283540[/unixtime]]<i>First, I'd like to point out the Diplomacy fix that works.</i>

Do they actually work? I mean, they're at least not crazy. It looks pretty decent on paper,


Not quite. The diplomancer will be gaining +1 rank per level and periodic charisma increases. Under that system the opponent's target number will be rising +1 per level with periodic wisdom increases. But the diplomancer will also be accumulating synergy, magic and assorted item bonuses, which will eventually pile up to overcome the maximum -20 mod. If you intend to use that system past about 10th level, you'll need to add a third scaling DC factor


Part of the problem with Diplomacy and other social is that you *can't* really use it on the players without violating their free will. You don't get the option of choosing not to get charmed, choosing to be missed, or anything like that, but even if you fail your sense motive check by 50, you still can be suspicious, even if you shouldn't be. The only recourse is to have better roleplayers, or have the DM pre-roll bluff and sense motive checks or roll them behind a screen or whatnot.


Well the DM does control the pc's sensory input, so it's pretty easy to roll a few dice and say "A friendly man comes up to you on the road and offers you an incredible deal on a couple of magical beans, you'd be a fool not to take it." instead of "A charlatan peddling snake oil tries to dupe you, roll sense motive". In both cases the PCs still get to choose what to do with free will, but their likely choice changes
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RandomCasualty
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by RandomCasualty »

tzor at [unixtime wrote:1174314563[/unixtime]]
You do bring up a good point. If I were to tweak the rules as written I would say that diplomacy failure would result in lowering the status of the victim by one category, which could result in a hostile attitude and a "roll initative" from the DM. (Oh before that, roll a spot check. Oh sorry you didn't notice you just failed big time in the diplomacy. He has surprise.)


One of the chief purposes of diplomacy is to talk to people without pissing them off. So like now if James Bond tries to seduce a woman and happens to fail, she goes into a screaming frenzy and attacks him? Pretty lame if you ask me.


Well the DM does control the pc's sensory input, so it's pretty easy to roll a few dice and say "A friendly man comes up to you on the road and offers you an incredible deal on a couple of magical beans, you'd be a fool not to take it." instead of "A charlatan peddling snake oil tries to dupe you, roll sense motive". In both cases the PCs still get to choose what to do with free will, but their likely choice changes


I don't like the idea of enforcing some crazy double standard between PCs and NPCs. Look, if an NPC charms a PC it works the same as if the PC charmed the NPC. Diplomacy should not be any different. If it is, then there's a rules problem.
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tzor
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by tzor »

RandomCasualty at [unixtime wrote:1174325280[/unixtime]]One of the chief purposes of diplomacy is to talk to people without pissing them off. So like now if James Bond tries to seduce a woman and happens to fail, she goes into a screaming frenzy and attacks him? Pretty lame if you ask me.


Before I comment I really need a :disgusted: moment with myself. Unfriendly does turn hostile on a roll of 5 or less according to the Hypertext SRD. Silly me. (Should be higher.)

James Bond always looks for women who are at least indifferent. James Bond has a disgusting level of charisma and a whole lot of ranks. According to the SRD he needs a 15 to get friendly and a 30 to get helpful which is easy for him. He needs to get less than a 1 to get her to be unfriendly (that's not going to happen) and getting her hostile is right out.

On the other hand, if he tried to use diplomacy on Oddjob and failed he might have to made a quick dodge roll.
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by Zherog »

Crissa at [unixtime wrote:1174165699[/unixtime]]There's no reason (aside from bad rules) a failed diplomacy check couldn't result in the same result - starting a fight or being thrown in the dungeon.

-Crissa


Except that - if you play with the sucky rules that exist - you can't fail. Ever.
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by RandomCasualty »

Zherog at [unixtime wrote:1174329267[/unixtime]]
Except that - if you play with the sucky rules that exist - you can't fail. Ever.


Exactly.

When people mention failure, I more or less assume they're using some kind of houseruled DCs or something.

Under the current system, diplomacy really is zero risk. If you're capable of convincing the king to give you his kingdom with a high enough roll, then you will never piss him off enough to get your head chopped off. At worse he's just friendly instead of helpful or whatever.

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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by Catharz »

Using the basic (SRD) rules for Diplomacy, there isn't any 'convince a person to do something' option. All you can do is 'give someone an attitude adjustment.'

Code: Select all

[br]Attitude  	Means  				Possible Actions[br]Hostile 	Will take risks to hurt you 	Attack, interfere, berate, flee[br]Unfriendly 	Wishes you ill 			Mislead, gossip, avoid, watch suspiciously, insult[br]Indifferent Doesn’t much care 		Socially expected interaction[br]Friendly 	Wishes you well 			Chat, advise, offer limited help, advocate[br]Helpful 	Will take risks to help you 	Protect, back up, heal, aid[br]Fanatic  	Will give life to serve you  	Fight to the death against overwhelming odds, throw self in front of onrushing dragon


None of these encompass 'giving their kingdom to you.' Fanatic just means they'll give their life for you. And life comes fairly cheap in D&D.
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Re: Does Anyone Take the Diplomacy Rules Seriously?

Post by Judging__Eagle »

Hmm, the king who knocks the wizard aside when the evil necromancer casts a spell that might have killed the spell-caster.

The party kills the invader, and burn a diamond to bring the king back to life.

I'm sure that a smart enough king knows that the PC want to have cash and power, that he can provide for them. Not play Taxman, which he and his men do just fine.
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