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View Full Version : Has anyone tried this diplomacy system and how did it go for you?



Devronq
2013-10-23, 06:21 PM
Im referring to this

http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html

So has anyone tried it and how did it work for you? It does seem way better than the current system but is there any huge flaws with it? I had an idea to do something similar but i do like this system a lot. The only thing i noticed is that it doesn't account for trying to convince multiple people at once. Shouldn't it be harder to convince all 12 of the kings advisors than just 1 of them? (even if they are statistically the same) i also think the DC's are way more appropriate but it leaves no way to optimize "resisting" a diplomacy. (other than boosting level or wisdom)

Lets say you have a lv.20 wizard with 10wisdom who grew up in the city and interacts with people all the time and deals with people trying to persuade him of things all the time. Then you have a lv.20 barbarian with 10wisdom who is antisocial and isn't used to interacting with people as much. Under the new diplomacy system they would be just as hard to persuade which shouldn't be true.

I purpose to use this system but with one change, instead of how the DC is currently calculated instead the group makes opposed sense motive checks, (one per person in the group.) You still apply the bonus as penalties as normal. This helps with my first issue since all 12 advisers would each get a roll and if any of them beat you, you would not succeed. Which makes sense to me and gives the feel that its harder to convince all of them than just one. My second example would be fixed to as logically the wizard would have taken ranks in sense motive and the barbarian would not have. This also means you can now optimize your sense motive to effectively optimism your ability to resist diplomacy.

TLDR:
Do you think its a good idea to use this diplomacy system with one change, instead of how the DC is calculated you now make an opposed sense motive check?

P.S. I don't use cross class skills at all as well as every class (except for wizard) now has a minimum of 4+int mod skill points.

Keneth
2013-10-23, 06:28 PM
I use a custom version of Rich's Diplomacy fix in my Pathfinder games, and it uses opposed Sense Motive checks which works out pretty nicely. My skill (Persuasion) also includes Intimidate and Bluff though, and I made Sense Motive a class skill for all classes (since almost all of them get Persuasion).

The easiest way to see if it's a good idea for your game is to try it though.

TuggyNE
2013-10-23, 07:57 PM
The Alexandrian went into some detail on most of the remaining glitches in Rich's system (http://www.thealexandrian.net/creations/advanced-rules/diplomacy-design.html) (it's a ways down the page, after the initial background of how broken Diplomacy is), as well as fixing many of them (http://www.thealexandrian.net/creations/advanced-rules/diplomacy.html).