That's still the totally wrong way to look at it and is the source of all this confusion. A game engine should not see Ms. Diplomat 'causing' a reaction roll, a game engine should roll for how the wizard reacts to Ms. Diplomat's current actions. The English language allows this kind of equivocation in the bimonthly sense, but when talking about a game we need to be more explicit with our transitive verbs.Foxwarrior wrote:I said "cause", not "roll" for a reason, Lago.
[*] While determining the starting attitudes of a person towards another creature (or even nothing at all) and providing ways for someone to alter how others perceive/react to them is the bare minimum of what you need for a diplomacy system, it's still the bare minimum. We haven't even discussed ways of getting favors or altering long-term attitudes or whatever yet. The diplomacy system can and should be more robust than this.Foxwarrior wrote:Anyways, "If Ms. Diplomat looked like his secret wizard school crush and was wearing a hot outfit and was patting a small child on the head, the assassin might decide to delay the attack or even cancel it altogether" sounds about as close to "Diplomacy should be called Cute and Innocent" as I'm going to get out of you, isn't it?
[*] I know you were trying to be snarky and clever, but nonetheless the name is deeply misleading. Being cute and innocent may or may not be the best way to get a good or bad reaction out of someone. Conan the Barbarian will get a better reaction out of Thog than Tenderfoot Fluffikins. The idea behind Cute and Innocent is sound but it needs a better name.
[*] Depending on how you want your diplomacy system to go the Cute and Innocent ability may not be a large part of how opening negotiations go. I feel that 'diplomatic' characters should get some kind of generic bonus that applies regardless of the particulars of the situation, but making the numbers too large creates the idiocy of convincing the king to happily and willingly hand over the kingdom even though you just killed his family.