Diplomacy: Difference between revisions
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===Check=== | ===Check=== | ||
You can change the attitudes of | You can change the attitudes of NPCs (non-player characters) with a successful '''Diplomacy''' check; see the Influencing NPC Attitudes sidebar, below, for basic DCs. | ||
In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party. | |||
===Action=== | ===Action=== | ||
Changing others’ attitudes with Diplomacy generally takes at least 1 full minute. In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made but you take a –10 penalty on the check. | Changing others’ attitudes with Diplomacy generally takes at least 1 full minute. In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made but you take a –10 penalty on the check. | ||
===Try Again=== | ===Try Again=== | ||
Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile. | Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile. | ||
===Special=== | ===Special=== | ||
If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks. | If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks. | ||
===Synergy=== | ===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. | If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks. | ||
===Rise Twist=== | ===Rise Twist=== | ||
Success contributes to this skill. | Success contributes to this skill. Attempts contribute to [[charisma]] (if not rushed). The resultant [[morale|morality]] is persisted and revealed. | ||
[[Category:Skills]] | [[Category:Skills]] | ||
Revision as of 15:52, 13 February 2017
Check
You can change the attitudes of NPCs (non-player characters) with a successful Diplomacy check; see the Influencing NPC Attitudes sidebar, below, for basic DCs.
In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.
Action
Changing others’ attitudes with Diplomacy generally takes at least 1 full minute. In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made but you take a –10 penalty on the check.
Try Again
Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.
Special
If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks.
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.
Rise Twist
Success contributes to this skill. Attempts contribute to charisma (if not rushed). The resultant morality is persisted and revealed.