SRD Talk:Diplomacy Skill

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"Will" take risks to hurt you[edit]

Why the devil does the word "will" in the table link to Saving Throws? It's a completely different context. "Will" in the context of saving throws is a noun, whereas in the table it is a qualifier used to convert a verb to the future tense. Less aware readers will get confused and think that a hostile NPC has to make a Will save in order to take risks to hurt the character. Dude Bob 19:22, 20 April 2008 (MDT)

We had a script run to create links throughout the SRD. I will fix it now. --Aarnott 20:27, 20 April 2008 (MDT)

NPCs on PC Diplomacy[edit]

Can NPC's try to use SRD:Diplomacy Skill on PC's - to force them to help them, or make them not agressive? On same note, can NPC use SRD:Intimidate Skill on PC's to stop and boss them around, making them essentially not hostile? --95.167.183.235 04:29, 31 October 2024 (MDT)

That's a pretty big no-no. The DM is not supposed to dictate how player characters react, unless they are actually being magically compelled. NPCs can certainly try to persuade PCs to help them, or try to scare PCs, but player characters are under no obligation whatsoever to go along with them. If you try to tell your players "your character must help this NPC because they successfully used diplomacy", then they will more likely than not be badly offended, and rightfully so. 2601:285:4100:14B0:6281:4B20:1270:F5BC 05:20, 31 October 2024 (MDT)
However, Diplomacy skill effectively works as mind-control when applied to NPCs - especially in case of optimized Diplomacy character - easily turning mortal (Hostile) enemy into friendly guy who'll take risks for you (Helpful). For example, that would result in aggressive monster becoming helpful, giving you all his treasure, and going to fight for you; that is abnormal for mere bag of words. So, i think this should count as effectively mind-control variant - and therefore, be equivalent to being "magically compelled". --95.167.182.133 09:52, 4 November 2024 (MST)
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