Then you let them bribe the guard, obviously. The guard is going to take the money and say "So long suckers!" and head off. If the PCs are going to expend those kind of resources to get by a low level guard, then great. But most PCs in practice will never do that because it's easier to just kill the guy.Lago PARANOIA wrote: You can't make assumptions like this in the game, because if you say things like 'well, this guard is technically bribeable but I don't think you PCs have the stones to pony up the money' the PCs are going to rise up and meet your challenge. And then what?
But if they want to expend that much on bribery, the DM should absolutely let them.
The problem is that all these modifiers are going to end up being ad hoc anyway, so you're not really designing a social system so much as just having the DM hand out arbitrary bonuses for stuff and calling it a system.That is a problem with the diplomacy skill. The solution would be of course to limit the amount of static modifiers someone can get to it so that if someone wants a really outrageous result (like getting the king to offer half the kingdom) they either need to fight tooth and nail for every bonus or leave the dice to lady luck. I can understand your dismay at some stinky, violent hobos convincing every King they encounter to hand over the kingdom by dint of a large diplomacy modifier bulge, but would you feel the same way if they packed on the modifiers?
And why do that anyway? Lets be honest, you don't want the king handing over his kingdom period. Maybe he may surrender if the PCs use a show of force, but he's not going to nicely hand it over without good reason. If my best buddy asked me to hand over my life savings, the answer would be no. I don't care how nicely he asked or whatever. the answer is just no.
I think you've just had some bad DMs. While it's true that nameless characters should have some mechanics to better handle them, the main NPCs should be pretty well fleshed out to the point that the DM at least has an idea of what they're like.I don't know what kind of utopian ideal you're under, but almost no one is that good. Occasionally a good and memorable NPC will slip through, but seriously, read a game log or an afterplay. Even when a DM prepares really hard they're pretty much shooting in the dark.
Some NPCs just aren't going to be able to be negotiated with. That's fine, talking shouldn't be able to solve every problem.
You're turning a molehill into a mountain here. The PCs play their characters, that's understood. If an NPC goes up and offers a PC's barbarian an offer on a magic sword, the PC has the right to say yes or no. The same goes for a DM's NPCs. When the DM is playing the king of the dwarves, he decides what the king says and what the king does. It's called roleplaying.So which one of the people should get their way? Even if the DM or Bard was 'right' it's not going to make the hard feelings go away. When you have a broad issue on which the players and DM would likely disagree on, you need to have an outside arbitrator or risk the game devolving into a 'bang, you're dead!' 'uh-uh, you missed!' argument.
And generally in games I've seen it's a two-way street. If the PCs play characters that never get seduced, never have any exploitable personality flaws and never do anything beyond being mindless kill bots, then the NPCs tend to respond in kind to them.