NichG
2011-04-12, 01:11 PM
In light of several threads asking things like what to do about Diplomacy, and how to make out of combat challenges tactically interesting, I'm opening this thread to discuss alternate mechanics for skills in 3.5ed D&D. Some of these are designed to entirely replace the basic function of the skill (Diplomacy), others would be additional things you could do with the skill.
The design philosophy I'm going for here is, every one of these should be a proactive effect rather than a reactive effect. That is, they're each tools a player can use to influence their situation, like a spell or a Tome of Battle maneuver.
So, without further ado, I'll start this off with some thoughts on Diplomacy:
Diplomacy (replaces current mechanics)
Take back: If you make a Diplomacy check (opposed by Sense Motive -10) you may take back something you just said before the person you're talking to responds to it. For +20 to the DC, you can hear what their response would have been before you choose to take it back. The DC of this check increases by 5 for every time it has been used in the current social encounter. For +20 to the DC, you can Take Back something someone else in your group said.
Know opponent: By making a Diplomacy check (opposed by Bluff), you can glean facts about the personality of the person you're negotiating with, starting with cultural information and moving towards personal information. You gain an additional fact for every 5 you beat the DC by. Examples:
Hrodgar the Manipulative rolls a 35 Diplomacy check against the elder of the Sunset Village, who scores a 15 on Bluff. He gains 5 pieces of information:
- The Sunset village is very laid back, and people who talk in flowery or rigid ways are distrusted as trying to get something
- The Sunset village culture puts heavy ritual significance on sharing food and drink
- The Sunset village culture is fundamentally one of shared resources, and the concept of ownership and payment are foreign to them
- The elder is a bit of a cynic, it looks like he has dealt with Hrodgar's people before and has been burned
- The elder seems to like board games, and opens up more to people who also play.
Know Desires: By making a Diplomacy check opposed by Bluff, you can determine if there is something the other negotiator wants that hasn't been said (i.e. the other negotiator seems to be stonewalling, but he actually wants his boss to get in trouble so he can advance in the ranks, so you get the fact that he wants something he isn't saying). At +10 to the DC, you get a hint of what this is. At +20 to the DC, you get a strong hint.
The design philosophy I'm going for here is, every one of these should be a proactive effect rather than a reactive effect. That is, they're each tools a player can use to influence their situation, like a spell or a Tome of Battle maneuver.
So, without further ado, I'll start this off with some thoughts on Diplomacy:
Diplomacy (replaces current mechanics)
Take back: If you make a Diplomacy check (opposed by Sense Motive -10) you may take back something you just said before the person you're talking to responds to it. For +20 to the DC, you can hear what their response would have been before you choose to take it back. The DC of this check increases by 5 for every time it has been used in the current social encounter. For +20 to the DC, you can Take Back something someone else in your group said.
Know opponent: By making a Diplomacy check (opposed by Bluff), you can glean facts about the personality of the person you're negotiating with, starting with cultural information and moving towards personal information. You gain an additional fact for every 5 you beat the DC by. Examples:
Hrodgar the Manipulative rolls a 35 Diplomacy check against the elder of the Sunset Village, who scores a 15 on Bluff. He gains 5 pieces of information:
- The Sunset village is very laid back, and people who talk in flowery or rigid ways are distrusted as trying to get something
- The Sunset village culture puts heavy ritual significance on sharing food and drink
- The Sunset village culture is fundamentally one of shared resources, and the concept of ownership and payment are foreign to them
- The elder is a bit of a cynic, it looks like he has dealt with Hrodgar's people before and has been burned
- The elder seems to like board games, and opens up more to people who also play.
Know Desires: By making a Diplomacy check opposed by Bluff, you can determine if there is something the other negotiator wants that hasn't been said (i.e. the other negotiator seems to be stonewalling, but he actually wants his boss to get in trouble so he can advance in the ranks, so you get the fact that he wants something he isn't saying). At +10 to the DC, you get a hint of what this is. At +20 to the DC, you get a strong hint.