gnomas
2010-12-18, 08:30 PM
TL;DR: Are the SAGA diplomacy rules balanced out of the box?
Greetings Playgrounders! Before my question, some background. The diplomacy rules in 3.5 are, as we know, easily exploitable. It's far too easy for players to turn unfriendly thugs into their personal little helpers. This is a very real problem for me since my group includes a player will try exactly this whenever possible. He usually can do it within the rules too. That's why I tend to use the Giant's diplomacy fix or simply adjust circumstance bonuses. If I mention my position before the game, players tend to accept it.
However, the next game I run will be everyone's first star wars game, so I need to make sure we have a policy appropriate to the system. Due to time constraints I'm running Dawn of Defiance, and I just finished doing my first read through of The Traitor's Gambit. There's a lot of diplomacy encounters. So my question is, are the SAGA diplomacy fair as is, or will every social encounter be a breeze for them?
Thanks in advance, etc.
Greetings Playgrounders! Before my question, some background. The diplomacy rules in 3.5 are, as we know, easily exploitable. It's far too easy for players to turn unfriendly thugs into their personal little helpers. This is a very real problem for me since my group includes a player will try exactly this whenever possible. He usually can do it within the rules too. That's why I tend to use the Giant's diplomacy fix or simply adjust circumstance bonuses. If I mention my position before the game, players tend to accept it.
However, the next game I run will be everyone's first star wars game, so I need to make sure we have a policy appropriate to the system. Due to time constraints I'm running Dawn of Defiance, and I just finished doing my first read through of The Traitor's Gambit. There's a lot of diplomacy encounters. So my question is, are the SAGA diplomacy fair as is, or will every social encounter be a breeze for them?
Thanks in advance, etc.