The Alexandrian

Posts tagged ‘d&d’

Diplomacy Rules Collected

September 12th, 2007

Another minor update: With the announcement of 4th Edition, I’ve decided to set aside further development work on the advanced Diplomacy rules I was working on. I may, or may not, return to these when I pick up development on Rule Supplement 4: Advanced Skills. If I do, they’ll be posted here.

For the moment, however, I have gathered together the design notes and the final fix for the Diplomacy skill in the Advanced Rules section of the Creations page. As with my the other Advanced Rules, these rules have been placed under the OGL.

Enjoy!

Thoughts on 4th Edition

August 20th, 2007

Sorry for the long break between updates. I was going to get some stuff posted last week, but then the news about the 4th Edition of D&D hit and put me into something of a scramble. As I’ve mentioned a couple of times previously, Dream Machine Productions is getting ready to launch its third line of products with Rule Supplement 1: Mounted Combat. With the eminent release of 4th Edition only eight months away, however, the implementation of this product line becomes murkier: How much commercial interest is there really going to be in rule supplements to a game system that’s going to be defunct in less than a year?

So I’ve spent the last week considering my options, rearranging our productions schedule, and intermittently panicking. The final result of all this is that Dream Machine Productions will release the rule supplements on which meaningful design work has already taken place. This will definitely include:

Rule Supplement 1: Mounted Combat
Rule Supplement 2: Flight
Rule Supplement 3: Vehicles

It may also include Rule Supplement 4: Advanced Skills and (even more tentatively) Rule Supplement 5: Advanced Training. This will depend on how the first three perform in terms of sales. In any case, the release schedule for all of these supplements will be accelerated, with the last volume being released no later than October or November.

This means that other products will be pushed back in the development and release schedule. But I don’t see that I have much choice: Either this material gets released fast to capitalize on the remaining market for 3rd Edition crunch material or I write off all the work I’ve already done on it.

For those with zero interest in the Rule Supplements, don’t worry: Our release schedule over the next couple of months will still include City Supplements and Adventure Supplements.

After 4th Edition has been released, it’s my current intention to update the existing City Supplements and Adventure Supplements to the new edition. At the very least, this will mean free conversion notes posted to the Dream Machine website. What will happen with the Rule Supplements will be an open question and will depend largely on what 4th Edition looks like.

THOUGHTS ON 4th EDITION

D&D

So what are my thoughts on 4th Edition? Thoroughly mixed.

For example, here’s a teaser video that Wizards of the Coast posted to YouTube. The only message I take away from that video is that WotC’s Research & Development is of the opinion that they’ve spent the last 30 years making the game so complex that nobody wants to use the grapple rules any more, and with 4th Edition they’re going to make the rules even MORE complex, but it’ll be okay because everyone will have a laptop to help them run and play the game.

On the other hand, in various press briefings and the like, WotC has said that they plan to make the game “easier to use” and that the Saga Edition of Star Wars is a “major preview” of what they’re planning for 4th Edition.

So which direction are they actually going?

Well, it’s important to understand that WotC has now established a lengthy track record of lying through its teeth when it comes to the release and content of new editions. Back in February of this year, for example, they claimed that they had no plans for a new edition of D&D and that the earliest we could conceivably see it would be 2009. Well, now it turns out that they — even as they were saying that — they’d already been in development for 4th Edition for more than a year. And, before that, there were the false claims that the 3.5 revision of the rules would not be incompatible with the 3.0 rules.

The lie about the nature of the 3.5 revision contributed significantly to the d20 collapse: Third party producers continued their development cycles and local retailers continued stocking their products in good faith that they would not be rendered obsolete with the release of 3.5, only to be sand-bagged when the actual rules came out and did precisely that. I, personally, built a business plan which took into consideration WotC’s February statement regarding the non-imminent release of 4th Edition (and I’m sure many other third-party publishers did the same).

My point with all this is that, frankly, I’m not really going to expect anything in particular until we actually see the books in May of next year. Anything that’s said before then may not, in fact, have any resemblance to what actually happens.

With that being said, I already have two reasons to be skeptical of 4th Edition.

First, there’s Bill Slavicsek. Bill Slavicsek is now the head of RPG R&D at WotC. In my opinion, Slavicsek has never displayed anything but mediocrity in his game designs: He’s responsible for the infamously bad 5th Edition of Paranoia and clumsy non-entity of Alternity. He not only screwed up the original D20 version of Star Wars, but was responsible — as a result — for setting a very unfortunate precedent for how D20 games should be designed. He negated the primary benefit of using the same rule system (familiarity with the rules) by filling his design with a plethora of minor changes which didn’t accomplish much of anything except being different.

Slavicsek, to his credit, does try to pioneer innovative game mechanics. Take Torg, for example. But the result is often clumsy and in need of refinement, and I suspect this is because Slavicsek is not particularly good at figuring out what the actual consequences of a given mechanic are when he designs it. For example, he championed the VP/WP system. The VP/WP system not only increases bookkeeping and rule complexity to achieve a mediocre result, but the result it achieves (increased lethality) is actually exactly the opposite of what Slavicsek and his design team claimed that it achieved (cinematic battles).

So, I don’t have high expectations from any game that Slavicsek is responsible for.

On the other hand, Mike Mearls is the head developer for 4th Edition. Mearls is responsible for a slew of high quality D20 supplements and the generally excellent Iron Heroes.

Unfortunately, since Mearls started working at WotC, there are plenty of indications that he’s swallowed the Kool-Aid. Which leads to the other big strike 4th Edition has against it, in my opinion…

DESIGN ETHOS AT WIZARDS

The current design ethos which seems to be holding sway at WotC is radically out-of-step with my own tastes in game design and gameplay.

Take, for example, an article Mearls wrote on the rust monster as part of the “Design & Development” column at WotC’s website. Here we have a rust monster given an ability which corrodes, warps, and cracks metallic equipment and weapons. 10 minutes later, though, the metallic equipment and weapons are A-OK. They just repair themselves without any explanation.

This design is an example of the “per encounter” and “no long-term consequences, because long-term consequences aren’t fun” schools of thought which the WotC design department seem to be mired in at the moment. But the result is a cartoony game system: My characters no longer live in a world I can believe in. They live in a cartoony reality where actions don’t have long-term consequences and the grid-lines of the holodeck are clearly visible.

Another example from Mearls would be his blog post about skills from late last year, to which I have already written a response. I’m not saying that this skill system is one we’re likely to see in 4th Edition, but I am saying that it shows that Mearls’ design sense has radically altered since he designed Iron Heroes and The Book of Iron Might.

Let’s take a look at a recent quote from David Noonan: “Powers unique to the new monster are often better than spell-like abilities. At first glance, this principle seems counterintuitive. Isn’t it easier and more elegant to give a monster a tried-and-true power from the Player’s Handbook? On the surface, sure. But watch how it works at the table. The DM sees the spell-like entry, grabs a Player’s Handbook, flips through it to find the relevant spell, reads the relevant spell, decides whether to use it, then resumes the action. See where I’m going with this? That’s a far more cumbersome process than reading a specific monster ability that’s already in the stat block. Heck, the physical placement of one more open rulebook is a hassle for a lot of DMs.”

This quote is interesting to me, because it shows the type of wrong-headed logic skew that I see prevalent in a lot of the WotC design decisions of late. Basically the thought process here goes something like this:

STEP 1: A spell-like ability looks easy to use, since it’s a tried-and-true power from the PHB. But, in practice, the DM actually has to open up the PHB to see how the spell works. So instead of having all the information at their fingertips, they have to open up another book. And if the creature has multiple spell-like abilities, you’ve actually got to look at multiple page references in the PHB to figure out what the creature’s range of abilities is.

So far, so good. This is all absolutely true.

STEP 2: It would be easier if we put all the relevant information in the monster’s stat block, so that it’s right at the DM’s fingertips.

Right again. Some people might complain about “wasted space”, but I would love the utility of it. I have a similar reaction whenever I see “undead traits” in the stat block. You mean I have to flip back-and-forth through my copy of the MM to keep on top of this creature? It took me many months of DMing 3rd Edition before my undead stopped losing random abilities from that “undead traits” entry.

STEP 3: So they shouldn’t have spell-like abilities. Every creature should have a completely unique mechanic designed just for it.

… what the hell? How did you go skewing suddenly off to the side like that?

The problem is that Noonan is fallaciously conflating two types of utility:

(1) Spell-like abilities make it easier to use the rules because, as your familiarity with the rules for various spells grow, you will gain greater and greater mastery over a larger and larger swath of the ruleset.

(2) Putting all the information you need to run a creature in the creature’s stat block makes it easier to use the creature because all the information you need is immediately accessible (without needing to look in multiple places, which also ties up books you may need to be using to reference other information).

There’s no need to jettison utility #1 in order to achieve utility #2. The correct solution is to use spell-like abilities and list the information you need regarding the spell-like ability in the creature’s stat block.

(Which is not to say that a creature should never have a unique ability. There is no spell to model a hydra’s many-heads, for example. The point here isn’t to stifle creativity. The point is to avoid reinventing the wheel every time you want to build a car.)

We actually saw a similar logic-skew in Mearls’ treatment of the rust monster:

STEP 1: Rust monsters feature a save-or-die attack (and often you don’t even get a save). The only difference is that it targets equipment instead of characters. Save-or-die effects aren’t fun, because they simplify the tactical complexity of the game down to a crap shoot.

This is absolutely correct.

STEP 2: The rust monster should be able to attack, corrode, and destroy equipment (because that’s its schtick and it’s a memorable one) but it shouldn’t be a save-or-die effect.

Yup.

STEP 3: So we should keep the save-or-die attack, but make the armor miraculously un-rust and de-corrode after 10 minutes.

… and there they go again, skewing off towards the cliff’s edge.

(The correct answer here, by the way, is: “The rust monster will use the existing mechanics for attacking items. Because we want the rust monster’s ability to be frightening and unusual, we will allow it to bypass hardness. The damage will also be inflicted on metallic items used to attack the rust monster. Magic items are affected, but may make a saving throw to avoid the damage.”)

Let’s take another quote form Noonan: “Our underlying reason was pretty simple: We wanted our presentation of monsters to reflect how they’re actually used in D&D gameplay. A typical monster has a lifespan of five rounds. That means it basically does five things, ever, period, the end. (Forgive me if that seems like a totally obvious insight.) Too often, we designers want to give our intelligent, high-level monsters a bunch of spell-like abilities—if not a bunch of actual spellcaster levels. Giving a monster detect thoughts or telekinesis, for example, makes us feel like those monsters are magically in the minds of their minions and are making objects float across the room all the time. But they aren’t! Until the moment they interact with the PCs, they’re in a state of stasis. And five rounds later, they’re done.”

This is yet another logic skew at work. They correctly identified a problem (“when combat and non-combat abilities are mixed together in the stat block, it’s difficult to quickly find the combat abilities on-the-fly”) and simultaneously came up with two solutions:

1. We will have a new stat block that separates the combat information from the non-combat information. This will make it much easier to use the stat block during combat, and if it adds a little extra time outside of combat (when time pressure isn’t so severe) that’s OK. (You can see the logic behind this solution discussed, quite correctly, by James Wyatt in another column.)

2. We will get rid of all the non-combat abilities a monster has, since they’ll never have a chance to use them given their expected lifespan of 5 rounds.

Now, ignoring all the obvious problems in the second design philosophy, why do you even need to implement such a “solution” when you’ve already got solution #1 in place?

(In case the design problems in the second “solution” aren’t obvious, here’s another quote from David Noonan: “Unless the shaedling queen is sitting on a pile of eggs, it doesn’t matter how the shaedlings reproduce. The players will never ask, and the characters will never need to know.” What Noonan is ignoring there is that the reason the PCs might be encountering the shaedling queen in the first place is the pile of eggs.

If D&D were simply a skirmish game, Noonan would be right: You’d set up your miniatures and fight. And the reasons behind the fight would never become important. But D&D isn’t a skirmish game — it’s a roleplaying game. And it’s often the abilities that a creature has outside of combat which create the scenario. And not just the scenario which leads to combat with that particular creature, but scenarios which can lead to many different and interesting combats. Noonan, for example, dismisses the importance of detect thoughts allowing a demon to magically penetrate the minds of its minions. But it’s that very ability which may explain why the demon has all of these minions for the PCs to fight; which explains why the demon is able to blackmail the city councillor that the PCs are trying to help; and which allows the demon to turn the PCs’ closest friend into a traitor.

And, even more broadly, the assumption that detect thoughts will never be used when the PCs are around assumes that the PCs will never do anything with an NPC except try to hack their heads off.

One is forced to wonder how much the design team is playing D&D and how much the design team is playing the D&D Miniatures game.)

CONCLUDING THOUGHTS

All of this is not to say that I’m rejecting 4th Edition out of hand. There are certainly lots of interesting things coming out of the WotC design shop at the moment, too. And, like I say, there’s really no way to tell what 4th Edition will actually be like until we actually have it in our hands.

For example, I was really excited to read about racial levels — at every level you would gain not only class abilities, but racial abilties (making your choice of race more flavorful and meaningful). That sounds like a really nifty mechanic. Of course, later in that same essay they explain that they’ve backed a way off on that idea.

One of the things I would love to see fixed in 4th Edition is the amount of prep time for the DM. But it’s fairly clear that this is not going to actually be addressed in a direct fashion. For example, look at what they’re planning for classes: A multitude of decision points. This is great for the player, but it makes it ever more difficult to stat up NPCs quickly and on-the-fly for the DM.

People complained about having to spend skill points, but that’s always been easy to kludge: Pick a number of class skills equal to your class skill points per level + your Intelligence bonus and max out the ranks. I don’t see any way to kludge this type of level-by-level decision tree, however. You’re going to have to actually go through and make those decisions every time you stat up an NPC.

I suspect that everything WotC has to say about “easier to prep” and “easier to use” really means “look at the nifty online tools you have to pay a monthly subscription for”. Is that cynical? Maybe. And there seems to be a good chance these online tools won’t require the same subscription fee as D&D Insider access will. But, even then, this just brings me back around to my original point:

A game so complex I need to bring my laptop along to prep it and run it?

That doesn’t sound appealing to me at all.

Aerie Poster Map

July 8th, 2007

I have been suffering from a really miserable case of the flu ever since the evening of the 4th. I drove down to Rochester to spend the holiday with my father, and by the time I got there the back of my throat was a raging inferno of pain. I probably should have been smart about it and headed straight to bed, but I decided to tough it out and went to see the fireworks. (Which were fabulous, as is Rochester’s wont. Apparently the same gentlemen, Jim Freeman, has been doing them for 58 years. And he does a marvelous job of it, understanding that there is more to an effective fireworks show than simply churning out explosive as fast as you can.)

The penalty for my extravagance was, unfortunately, spending most of Thursday in a near-delirium. I’m finally feeling better today, but I’m still not at 100%.

Aerie - Poster MapDespite that, I’ve got some more news from Dream Machine Productions: Due to Lulu’s recent expansion into art prints, we can offer a poster map for City Supplement 2: Aerie. It’s available in both a keyed and non-keyed format.

At a deluxe size, with dimensions of 36″ x 24″, this map is the perfect companion piece for using the city of Aerie in your campaign, with individual buildings and streets easily distinguishable.

It is our expectation that all future city supplements will be accompanied by poster-size maps. Unfortunately, a poster-size map will not be released for City Supplement 1: Dweredell, as the map for Dweredell was not executed at a resolution to make that possible.

And, as some people have asked me about this: This does not mean that the supplements themselves will not include maps.

Template: Dire Animals

June 17th, 2007

Today I’ve got a D20 dire animal template for you. This template is something of a “pseudo-peek” for Rule Supplement 1: Mounted Combat. I say pseudo-peek because, if it was a true sneak peek, it would be content which would actually be appearing in the book. It is, however, a tool I developed in order to create some of the content which will be in the book.

This template is being released under the OGL. It was developed from a template originally published by someone else (check the Section 15 of the OGL). Unfortunately, the original template was poorly designed in several respects and needed to be fixed. (Its most egregious error was creating a non-standard sub-type so that dire animals created with the template would be a completely different type of creature than standard dire animals. It then compounded this error by attempting to create a special-case rule in order to nerf the Ranger’s favored enemy class ability. So, obviously, that’s been corrected along with a handful of other minor errors and problems.)

TEMPLATE: DIRE ANIMALS

Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance.

CREATING A DIRE ANIMAL

“Dire” is an inherited template that can be added to any animal that is not already a dire animal. A dire animal uses all the base animal’s statistics and special abilities except as noted here.

Size: If the base animal is Tiny or smaller, increase its size to Small. Otherwise, increase its size by one size category. The dire animal gains all the benefits and detriments that arise from increased size (see below).

Hit Dice: If the dire animal is Small, it has 1 HD or the HD of the base animal +1, whichever is greater. If the dire animal is Medium or larger, its HD is equal to the minimum value listed for its size category in the base animal’s advancement +2. If a Medium or larger animal has no advancement or its size does not normally increase with advancement, then the dire animal’s HD is equal to the maximum HD given the base animal +2.

Speed: Same as the base animal + 10 ft.

Armor Class: Natural armor increases by +2. If the base animal has not natural armor bonus, it gains a natural armor bonus of +2. This bonus stacks with the bonus gained from the increase in size.

Special Attacks: A dire animal retains all the base animal’s special attacks. The damage of its special attacks is adjusted for the increased size and ability scores, where applicable.

Special Qualities: A dire animal retains all the base animal’s special qualities. These special qualities are adjusted for the increased size and ability scores, where applicable.

Saves: All saves are good for a dire animal. The base value of each save is equal to (1/2 HD) + 2.

Abilities: Dire animals gain the following ability score increases: Strength +4, Dexterity +2, and Constitution +2. These bonuses stack with any bonuses or penalties gained from a size increase (see below).

Skills: A dire animal receives (2 + Intelligence bonus) skill points per HD, or four times this amount for the first HD. Any skill given in the base animal’s statistic block is considered a class skill for the dire animal.

Feats: Same as the base animal, with additional feats gained normally from the increase in HD. If the base animal has Weapon Finesse and the feat would become useless after its increase in HD and Strength, then trade Weapon Finesse for Weapon Focus with one of its primary natural attack.

Challenge Rating: Increased by +1. In addition, if the dire animal is increased to size Large or larger, increase it’s CR by +1.

Advancement: Dire animals can advance to three times their new HD.

SIZE INCREASES

A size increase affects any special ability the creature has that is affected by size. Increased size also affects a creature’s ability scores, AC, attack bonuses, and damage values as indicated on the tables below.

CHANGES TO STATISTICS BY SIZE

Old Size*New SizeStrDexConNatural ArmorAC/Attack
FineDiminutiveSame-2SameSame-4
DiminutiveTiny+2-2SameSame-2
TinySmall+4-2SameSame-1
SmallMedium+4-2+2Same-1
MediumLarge+8-2+4+2-1
LargeHuge+8-2+4+3-1
HugeGargantuan+8Same+4+4-2
GargantuanColossal+8Same+4+5-4

* Repeat the adjustment if the creature moves up more than one size.

INCREASED DAMAGE BY SIZE

OLD DAMAGE (Each)*
NEW DAMAGE
1d2
1d3
1d3
1d4
1d4
1d6
1d6
1d8
1d8
2d6
1d10
2d8
2d6
3d6
2d8
3d8

* Repeat the adjustment if the creature moves up more than one size category.

Advanced Rules: Diplomacy

May 16th, 2007

DIPLOMACY

CHECK: With a Diplomacy check a diplomat can persuade someone to accept a deal or, at the very least, convince them to listen to them. The difficulty of the check depends on the relationship between the diplomat and the other character and the quality of the deal being offered.

Convince: A diplomat can make a Diplomacy check (DC 15) to convince someone of something that they believe. (If they’re trying to convince them of a lie, it’s a Bluff check.) This DC is adjusted by the relationship between the diplomat and the person they’re trying to convince (see table). If the check succeeds, the other character believes what the diplomat is telling them. (Or, at least, believes that the diplomat believes it to be true.) Of course, what they choose to do with that information depends on the character.

The character the diplomat is trying to convince makes a Sense Motive check (DC 10) as an automatic reaction. If the check succeeds, the diplomat gains a +2 circumstance bonus to their Diplomacy check (the other character has sensed the diplomat’s honesty). This works just like an Aid Another check.

Overcome Intransigence: Some characters simply won’t listen to any attempts at negotiation or deal-making. To overcome their intransigence, you can make a Diplomacy check with a DC of 15 + the subject’s HD + the subject’s Wisdom modifier + the subject’s relationship modifier. If the check succeeds, you can then make a Diplomacy check as normal.

Persuasion: A diplomat can propose a trade or agreement to another creature with their words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like “satisfaction”. The base DC for a persuasion check is 15, modified by the diplomat’s relationship with the character they’re trying to convince and the risk vs. reward factor of the deal being proposed (see table).

When the deal is proposed the character the diplomat is trying to convince makes a Sense Motive check (DC 20) as a reaction. If the check succeeds, the bonus or penalty provided by the risk vs. reward factor of the deal is doubled. (A failure on this check has no effect.)

If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM’s option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.

Just because a deal has been accepted, it doesn’t necessarily mean that the other character is happy about it. If you use your relationship to take advantage of someone, it may affect their future relationship with you (at the DM’s discretion).

MODIFIERS:

Quick Diplomacy: You can make a Diplomacy check as a standard action by accepting a -10 penalty to the check.

TRY AGAIN: No, unless you can significantly change the circumstances of the check. For example, if you fail to convince a caravan owner that there is an orc ambush on the road ahead, presenting the caravan owner with the body of a dead orc might justify a new check. When making a persuasion check you can attempt to alter the parameters of the deal to make it more appealing to the target — if you do so, you use the same check result but compare it to the DC set by the new deal.

SYNERGY:

  • A character with 5 or more ranks in Bluff gains a synergy bonus on Diplomacy checks.
  • A character with 5 or more ranks in Sense Motive gains a synergy bonus on Diplomacy checks.

DIPLOMACY CHECKS

TASKDCACTION
Convince15*1 minute
Overcome Intransigence15 + target's HD + target's Wisdom modifier*1 minute
Peruasion15**1 minute
* Modified by relationship.
** Modified by relationship and risk vs. reward.

MODIFIERCHECK MODIFIER
Quick Diplomacy-10

RELATIONSHIP

DC
RELATIONSHIP (Example)
-15Intimate (someone with whom you have an implicit trust; a lover or spouse)
-10Friend (someone with whom you have a regularly positive personal relationship; a long-time buddy or sibling)
-5Ally (someone on the same team, but with whom you have no personal relationship; a cleric of the same religion or a knight serving the same king)
-2Acquaintance -- Positive (someone you've met several times with no particularly negative experiences; the blacksmith that buys your looted equipment regularly)
0Just Met (no relationship whatsoever)
+2Acquaintance -- Negative (someone you've met several times with no particularly positive experience; the town guard that has arrested you for drunkenness once or twice)
+5Enemy (someone on an opposed team with whom you have no personal relationship; a cleric of an opposed religion or the orc bandit robbing you)
+10Personal Foe (someone with whom you have a regularly antagonistic personal relationship; an evil overlord you're trying to thwart or a bounty hunter sworn to track you down)
+15Nemesis (someone who has sworn to do you, personally, harm; the brother of a man you murdered in cold blood)

RISK VS. REWARD

DC
RISK VS. REWARD JUDGMENT (Example)
-15Fantastic (The reward for accepting the deal is very worthwhile; the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for information that isn't important to the character.)
-10Good (The reward is good and the risk is minimal. The subject is very likely to proift from the deal. Example: An offer to pay someone twice their normal daily wage to spend their evening in a seedy tavern with a reputation for vicious brawls and later report on everyone they saw there.)
-5Favorable (The reward is appealing, but there's risk involved. If all goes according to plan, though, the deal will end up benefiting the subject. Example: A request for a mercenary to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.)
0Even (The reward and risk more of less even out; or the deal involves neither reward nor risk. Example: A request for directions to a place that isn't a secret.)
+5Unfavorable (The reward is not enough compared to the risk involved. Even if all goes according to plan, chances are it will end badly for the subject. Example: A request to free a prisoner the target is guarding for a small amount of money.)
+10Bad (The reward is poor and the risk is high. The subject is very likely to get the raw end of the deal. Example: A request for a mercenary to aid the party in battle against an ancient red dragon for a small cut of any non-magical treasure.)
+15Horrible (There is no conceivable way that the proposed plan could end up with the subject ahead or the worst-case scenario is guaranteed to occur. Example: An offer to trade a rusty kitchen knife for a shiny new longsword.)

SUPPLEMENTAL RULES

Charm Spells: A charmed creature is treated as having a Friendly relationship to the caster (-10 to Diplomacy DC ), which replaces any previous relationship modifier (unless the target already had an Intimate relationship with the character). Thus, by charming an enemy, the DC drops from +5 to -10, a decrease of 15. The caster can now talk the creature into anything this improved relationship allows. Because the effect is based on the spell, the caster can make a Spellcraft check in place of a Diplomacy check when dealing with charmed creatures.

Cons: In order to pull a con a character simply makes a Bluff check to convince the target that a deal is better than it actually is. The Bluff check is opposed by a Sense Motive check, just like any other Bluff check, but this Sense Motive check result replaces the normal Sense Motive check made as part of an honest persuasion check. If the Bluff check is successful, the DC of the Diplomacy check is set using whatever the target believes the deal to be. If the Bluff check fails, the DC of the Diplomacy check is set using the actual quality of the deal and the check itself suffers an additional -20 penalty (it is practically impossible to work a deal with someone who has caught you trying to con them).

NEXT TIME:
OPTIONAL DIPLOMACY RULES

(including haggling and a return of influencing attitudes)

Design Notes for Advanced Rules: Diplomacy
Part I
Part II
Part III

RELATIONSHIP

DC Relationship (Example)
-15 Intimate (someone with whom you have an implicit trust; a lover or spouse)
-10 Friend (someone with whom you have a regularly positive personal relationship; a long-time buddy or sibling)
-5 Ally (someone on the same team, but with whom you have no personal relationship; a cleric of the same religion or a knight serving the same king)
-2 Acquaintance — Positive (someone you’ve met several times with no particularly negative experiences; the blacksmith that buys your looted equipment regularly)
0 Just Met (no relationship whatsoever)
+2 Acquaintance — Negative (someone you’ve met several times with no particularly positive experience; the town guard that has arrested you for drunkenness once or twice)
+5 Enemy (someone on an opposed team with whom you have no personal relationship; a cleric of an opposed religion or the orc bandit robbing you)
+10 Personal Foe (someone with whom you have a regularly antagonistic personal relationship; an evil overlord you’re trying to thwart or a bounty hunter sworn to track you down)
+15 Nemesis (someone who has sworn to do you, personally, harm; the brother of a man you murdered in cold blood)

RISK VS. REWARD

DC Risk vs. Reward Judgment (Example)
-15 Fantastic (The reward for accepting the deal is very worthwhile; the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for information that isn’t important to the character.)
-10 Good (The reward is good and the risk is minimal. The subject is very likely to proift from the deal. Example: An offer to pay someone twice their normal daily wage to spend their evening in a seedy tavern with a reputation for vicious brawls and later report on everyone they saw there.)
-5 Favorable (The reward is appealing, but there’s risk involved. If all goes according to plan, though, the deal will end up benefiting the subject. Example: A request for a mercenary to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.)
0 Even (The reward and risk more of less even out; or the deal involves neither reward nor risk. Example: A request for directions to a place that isn’t a secret.)
+5 Unfavorable (The reward is not enough compared to the risk involved. Even if all goes according to plan, chances are it will end badly for the subject. Example: A request to free a prisoner the target is guarding for a small amount of money.)
+10 Bad (The reward is poor and the risk is high. The subject is very likely to get the raw end of the deal. Example: A request for a mercenary to aid the party in battle against an ancient red dragon for a small cut of any non-magical treasure.)
+15 Horrible (There is no conceivable way that the proposed plan could end up with the subject ahead or the worst-case scenario is guaranteed to occur. Example: An offer to trade a rusty kitchen knife for a shiny new longsword.)

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