Re: To Mod writers: The Diplomatic Solution
> Now to my question... as mod writers do you have problems withNo. I generally take them into account in my own scenarios where I
> players using alternate means to accomplish the goals of the mod?
think it matters, and as a DM I will allow it the situation is
appropriate. Note that I do ask a player what motivation he uses -
this is because, even if you have a Diplomacy score up in the 20s, you
still have to know what message you want to relate. I.o.w. you need to
show you have enough in game knowledge to get the effect. Also notices
that some messages are thraets (and thus fall under Intimidation) and
some are tricks (and thus fall under Bluff).
Plus, not all situations are suitable - in some cases a Diplomacy
check will only succeed if you are willing to join the bad guy killing
your team mates, for instance.
But I include the effects where I think it matters.
- On Mon, 1 Aug 2005, bokelightbringer wrote:
> Also, related to #2, if the Player doesn't say the gist of hisIf a player wanted to make a "bare" diplomacy check, I'd be willing to
> approach the DM can't even know what skill to use!
> "I use diplomacy to make the orcs go away."
> doesn't tell me enough to adjudicate it.
reverse-engineer the lead-up dialogue with the player once we know the
result. That said, the outcome for me is always the target's attitude
towards you, not the target's actions.
"Alright, you got a total of 38 on your hasty diplomacy check. That's
enough to change their attitude from hostile to friendly. So, what does
your character say in game that justifies that change? I know you want to
persuade them to go away, but let's see *why* they like you first. Once
that's sorted out, you can talk with them in character and try to get them
to change their plans."
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