Table of Contents

Diplomacy

Deze pagina beschrijft het uitgebreideren diplomacy systeem dat gehanteerd wordt in de dnd2 campaign.

Dingen waar mogelijk nog naar gekeken moet worden:

  1. Het is ook wat onduidelijk wat nu een redelijke “bribe” is. Wat is de waarde van “200 gp” vs “een gevoel iets goeds gedaan te hebben”
  2. Het maakt erg weinig onderscheid tussen wie je aanspreekt. Bijvoorbeeld een adelpersoon is moeilijker te overtuigen dan een commoner, ook al zijn ze allebei level 1 [ mogelijk fix toegepast: +1 per 5 ranks ]
  3. Er word geen rekening gehouden met verschillen tussen classes (barbarians zijn sociaal minder onderlegt dan de meeste bards) [ mogelijk fix toegepast: +1 per 5 ranks ]

Diplomacy (Cha)

Use this skill to ask the local baron for assistance, to convince a band of thugs not to attack you, or to talk your way into someplace you aren't supposed to be.

Check: You can propose a trade or agreement to another creature with your 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 DC for the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.

The Target: The base DC for any Diplomacy check is equal to the 15 + level of the highest-level character in the group that you are trying to influence + the Wisdom modifier of the character in the group with the highest Wisdom + 1 per 5 ranks of Diplomacy of the character with the highest Diplomacy in the group.

High-level characters are more committed to their views and are less likely to be swayed; high Wisdom characters are more likely to perceive the speaker's real motives and aims; high diplomacy characters are more likely to know the methods and tricks used by the speaker. By applying the highest modifiers in any group, a powerful king (for example) might gain benefit from a very wise advisor who listens in court and counsels him accordingly.

For this purpose, a number of characters is only a “group” if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Diplomacy checks against each.

Use HD + level as modifier in the case of diplomacy attempts with monsters and other creatures that have part racial HD and part class HD.

Success or Failure: 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.

Action: Making a request or proposing a deal generally requires at least 1 full minute. In many situations, this time requirement may greatly increase.

Try Again: If you alter the parameters of the deal you are proposing, you may try to convince the subject that this new deal is even better than the last one. This is essentially how people haggle. As long as you never roll 10 or less than the DC on your Diplomacy check, you can continue to offer deals.

Synergy: If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.

Special: This rule also modifies the Druid's Wild Empathy ability. The druid takes a wild empathy chekc versus DC 15 + animal's HD + animal's Wisdom modifier.

The Relationship

Whether they love, hate, or have never met each other, the relationship between two people always influences any request.

Risk vs. Reward Judgement

The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC themselves and what they might value; while 10 gp might be chump change to an adventurer, it may represent several months' earnings for a poor farmer. Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any amount of gold, though he might be convinced that a greater good is served by the proposed deal. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group.