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submitted 11 months ago by Stamets@lemmy.world to c/rpgmemes@ttrpg.network
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[-] KoboldCoterie@pawb.social 29 points 11 months ago

Strategically placed near every door, window, sewer pipe, and vent the DM put an Antimagic Field device.

I once played with someone who argued that Diplomacy would never be usable on any important person because, since it requires 1 minute of uninterrupted conversation to use, everyone who is important enough would have a jester or aid or someone they'd hire specifically to interrupt every conversation they were involved in every 9 rounds. Absolutely infuriating person to play with. This anecdote is completely unrelated to this post, but your suggestion just made me remember it again, and it irritated me all over again.

[-] NakariLexfortaine@lemm.ee 11 points 11 months ago

That could make for a fun gimmick(tie it to a roll behind the scenes) for a session, but beyond that, fuck no. Not only would it be an absolute drag timing out each conversation, eventually the party will start working out ways to get around it, be it a graceful zone of silence to the more likely "Gut the loudmouth and use the corpse as a puppet".

[-] cadekat@pawb.social 5 points 11 months ago

Why would anyone want their diplomacy interrupted, even as the one being affected? It's not like diplomacy is some evil spell. A successful diplomacy check means you were able to have small talk, relate, and do all the normal things strangers do to put each other at ease. You don't "defend" against diplomacy!

Imagine trying to agree on a treaty with some jester interrupting every 54 seconds...

[-] KoboldCoterie@pawb.social 3 points 11 months ago

They never really went into detail, their whole argument was that if you wanted to use Diplomacy, you did so by default at a -10 penalty (for doing it 'rushed'), or it would guaranteed fail, for the above reason. :(

[-] StraySojourner@lemmy.world 1 points 11 months ago

Why a -10? That seems arbitrary in 5e that almost does nothing with incremental modifiers.

[-] KoboldCoterie@pawb.social 2 points 11 months ago

This was pre-5e; we were playing 3.5e, where that's actually an official thing you can do:

Changing others’ attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made as a full-round action, but you take a -10 penalty on the check.

[-] CileTheSane@lemmy.ca 1 points 11 months ago

So they were arguing:

  1. the NPC's in the world are aware of the D&D rules their world operates in, and as such
  2. Diplomacy is impossible unless you do it in 6 seconds.
[-] Tolookah@ttrpg.network 3 points 11 months ago

"come with me if you want to live" ~a successful diplomat, or something.

[-] KoboldCoterie@pawb.social 1 points 11 months ago

Exactly that. I wish I was kidding.

this post was submitted on 15 Dec 2023
324 points (97.9% liked)

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