Check: A character can change others' attitudes with a successful
check (see the table below. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage.
Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party.
Diplomacy can be used to influence a GM character's attitude. The GM chooses the character's initial attitude based on circumstances. Most of the
time, the people the heroes meet are indifferent toward them, but a specific situation may call for a different initial attitude. The DCs given in the accompanying table show what it takes to change someone's attitude with the use of the Diplomacy
skill. The character doesn't declare a specific outcome he or she is trying for; instead, make the
check and compare the result to the table on the next page.
Try Again?: Generally,
trying again doesn't work. Even if the initial
check succeeds, the other character can only be persuaded so far. If the initial
check fails, the other character has probably become more firmly committed to his or her position, and
trying again is futile.
Special: A character can take 10 when making a Diplomacy
check, but can't take 20.
A character with the
Trustworthy feat gets a +2 bonus on all Diplomacy checks.
Time: Diplomacy is at least a
full-round action. The GM may determine that some negotiations require a longer period of
time.
Attitude
|
Means
|
Possible Actions
|
Hostile |
Will take risks to hurt or avoid you |
Attack, interfere, berate, flee |
Unfriendly |
Wishes you ill |
Mislead, gossip, avoid, watch suspiciously, insult |
Indifferent |
Doesn't much care |
Act as socially expected |
Friendly |
Wishes you well |
Chat, advise, offer limited help, advocate |
Helpful |
Will take risks to help you |
Protect, back up, heal, aid |
Initial Attitude
|
-------- New Attitude --------
|
Hostile
|
Unf.
|
Indif.
|
Friendly
|
Helpful
|
Hostile
|
19 or less
|
20
|
25
|
35
|
45
|
Unfriendly
|
4 or less
|
5
|
15
|
25
|
35
|
Indifferent
|
-
|
0 or less
|
1
|
15
|
25
|
Friendly
|
-
|
-
|
0 or less
|
1
|
15
|
Offering money or another form of favor can, in the right situation, improve a character's chances with a Diplomacy
skill check. Bribery allows a character to circumvent various official obstacles when a person in a position of trust or authority is willing to accept such an offering.
An illegal act, bribery requires two willing participants-one to offer a bribe and the other to accept it. When a character requires a bribe to render services, then a hero's Diplomacy
check automatically fails if a bribe isn't attached to it. If a bribe isn't requires, a hero can add a bribe to get a bonus on his or her
skill check. This can backfire, as some characters will be insulted by a bribe offer (their attitude changes one step for the worse) and others will report the hero to the proper authorities.
To bribe a character, make a
Wealth check. Typical DCs are shown on below, but the GM may modify the DC as he or she sees fit. If the hero succeeds in the
check, he or she gains a +2 bonus on the Diplomacy
check. For every point by which the hero beats the DC, increase the bonus by +1 (to a total maximum bonus of +10).
Bribe Target
|
Purchase DC
|
Bouncer |
6
|
Bureaucrat |
10
|
Informant |
7
|
Police officer |
10
|
Find topic in: Arcana, Characters, Future |
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