"Real role-players don't roll dice!" and other such madness

General questions, debates, and rants about RPGs

Moderator: Moderators

fectin
Prince
Posts: 3760
Joined: Mon Feb 01, 2010 1:54 am

Re: "Real role-players don't roll dice!" and other such madness

Post by fectin »

Swordslinger wrote:
fectin wrote: His conclusion is "at level 20, D&D characters can do crazy shit", and you're questioning that?
His conclusion is something specific about diplomacy, where high level characters get faster at diplomacy as they level up to the point of being able to diplomacy someone near instantaneously. And yes, I question that.

Lets not try to obfuscate the situation by changing the subject.

And since you guys probably wont' get what I'm talking about, allow me to respond with my own strawman.

1. At level 20, D&D characters can do crazy shit.
2. Killing every wizard in the multiverse as a standard action is crazy shit.
3. A 20th level fighter should be able to kill every wizard in the multiverse with a standard action.

We can play the game of extremes all day long. At some point there's a limit to power, even if you're 20th level.
That there is genuine equivocation.
That's actually really cool. I can't remember seeing equivocation advanced as seriously as even a strawman before; usually it's just a synonym for obvious circumlocution. The only thing close that I remember is Bill Clinton's "meaning of 'is'". Thanks for making this happen for me.
User avatar
virgil
King
Posts: 6342
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
Pseudo Stupidity
Duke
Posts: 1060
Joined: Fri Sep 02, 2011 3:51 pm

Post by Pseudo Stupidity »

The best part if Fectin doesn't understand nobody is supporting saying "I diplomacy the king into attacking the elves."

I'm supporting "I try to convince the king to attack the elves, I got a X diplomacy" as a way of having your character attempt to talk the king into attacking the elves. It'd be great if the player would go further and say "I try to convince the king the elves are plotting his imminent downfall and need to be destroyed," or if he wants to give an IC speech, but there's no reason for the first option not to work. It's the same fucking mechanics and the same fucking thing ends up happening in the story.

It's weird you have to announce your (obvious) intentions when you use diplomacy, but you don't have to do so when you sword things. "I sword at the enemy to try and deal damage!" is unnecessary when you can say "34 AC, 60 damage" and have everybody at the table know what you're talking about. When you use diplomacy you're trying to convince people to do something, so saying "30 diplomacy to get the guard to let me though," is fucking fine. We get it, you rolled your attack (diplomacy) and it hit a certain AC (DC) and did damage (result of diplo) if it worked.

The only requirement to be roleplaying is to make decisions for your character. Using diplomacy is a decision you made, your character tries to make what he wants to do sound reasonable and the king is either swayed by the character's argument or not. Do you penalize players for giving shitty reasons? That's the anti-thesis of roleplaying (of course, so is giving bonuses for good reasons. Make your damn roll and then base your actions off of that).
sandmann wrote:
Zak S wrote:I'm not a dick, I'm really nice.
Zak S wrote:(...) once you have decided that you will spend any part of your life trolling on the internet, you forfeit all rights as a human.If you should get hit by a car--no-one should help you. If you vote on anything--your vote should be thrown away.

If you wanted to participate in a conversation, you've lost that right. You are a non-human now. You are over and cancelled. No concern of yours can ever matter to any member of the human race ever again.
Swordslinger
Knight-Baron
Posts: 953
Joined: Thu Jan 06, 2011 12:30 pm

Post by Swordslinger »

Pseudo Stupidity wrote: The only requirement to be roleplaying is to make decisions for your character. Using diplomacy is a decision you made, your character tries to make what he wants to do sound reasonable and the king is either swayed by the character's argument or not. Do you penalize players for giving shitty reasons? That's the anti-thesis of roleplaying (of course, so is giving bonuses for good reasons. Make your damn roll and then base your actions off of that).
PC: "I use the attack action on the monster."

DM: "Okay, what weapon do you want to attack with? Your adamantine axe or your +1 silver broadsword?"

PC: "Whatever weapon works best in this situation. I told you what action I was taking. It's the anti-thesis of roleplaying if you ask for more clarification. What, did you actually expect me to think while playing this game? Fuck that dude."
Last edited by Swordslinger on Tue Jan 10, 2012 11:28 pm, edited 1 time in total.
fectin
Prince
Posts: 3760
Joined: Mon Feb 01, 2010 1:54 am

Post by fectin »

Pseudo Stupidity wrote:you can say "34 AC, 60 damage" and have everybody at the table know what you're talking about.
Actually, no. Lets run that encounter real quick:
MC: "You find a merchant who can sell scrolls, and walk into his shop.
PS: "34 AC, 60 damage".
Everyone: "Wat."
You skipped rolling initiative, moving adjacent to him, pulling out a weapon, etc.
Pseudo Stupidity wrote:When you use diplomacy you're trying to convince people to do something,
SRD wrote:You can change the attitudes of others (nonplayer 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.
Seems to omit "trying to convince people to do something".
Pseudo Stupidity wrote: so saying "30 diplomacy to get the guard to let me though," is fucking fine. We get it, you rolled your attack (diplomacy) and it hit a certain AC (DC) and did damage (result of diplo) if it worked.
In this example, you perfectly prove that saying "diplomacy to get the guard to let me though" is idiotic. Not only is it an off-label use of diplomacy (so exactly the same as "jump to get the guard to let me though"), it's obviously incomplete.

Pseudo Stupidity wrote:The only requirement to be roleplaying is to make decisions for your character. Using diplomacy is a decision you made, your character tries to make what he wants to do sound reasonable and the king is either swayed by the character's argument or not.
Technically true, but I assumed this discussion was about DnD, not about Magic Tea Party.
Pseudo Stupidity wrote:Do you penalize players for giving shitty reasons? That's the anti-thesis of roleplaying (of course, so is giving bonuses for good reasons. Make your damn roll and then base your actions off of that).
Do you allow your players to say "I try to convince the king to attack the elves; I got a X swim check"? If not, why are you penalizing them for giving shitty reasons?
Last edited by fectin on Wed Jan 11, 2012 12:15 pm, edited 5 times in total.
tenuki
Master
Posts: 227
Joined: Wed Feb 16, 2011 1:42 am
Location: Berlin

Re: "Real role-players don't roll dice!" and other such madness

Post by tenuki »

NineInchNall wrote: Well, Grima's a powerful diplomancer in that setting. If no one in Setting X is above 5th level, then 4th level abilities represent the penultimate rank of ability, and thus would rightly be called a "quite powerful" diplomancer.
Yup. Power is always relative, isn't it? However, my main point is what you left out when you quoted me -- describing Middle Earth in D&D terms is just plain silly IMO.
NineInchNall wrote:
tenuki wrote:In a game that I'd play -- let's say Earthdawn -- only a very powerful horror would be able to pull off something like that, at least if the victim is someone of significance who, even if a non-adept, would be heavily protected by wards and mages. However, getting the job done quickly and with lasting effect would require a full-on possession, essentially destroying or overriding the victim's soul.
This is basically another example of a setting with a level cap. The horror is "higher level" than everyone else, but still lower level than what is possible in D&D, Rifts, Exalted, WoD, GURPS, BESM, WotG, MnM, etc.
Yeah. I totally prefer games with a lower overall power level and higher resolution. If a legendary hero can fight 20 trained soldiers in open terrain and win, that's plenty heroic for my tastes. I mean, what's the point in being able to take on an army of guys who can each take on an army of guys?

Besides, game designers quite obviously aren't up to balancing this stuff anyway, as can be seen from occasional bit of content in the screaming matches on this and other forums.
NineInchNail wrote: The point is this question: By what criteria do you judge something implausible? Because from what you are saying below it seems that you think convincing the king to do some arbitrary thing based on a conversation is implausible because you can't see it as possible. And if that is the case, then that's fine. No, really.
Whether the thing is possible obviously depends on the setting, which can be defined any way you please. However, a setting where you can reverse the policy of a kingdom in a 5-minute chat -- or by means of a spell, same difference really -- simply doesn't work for me. The possibility of the act makes the setting feel implausible.

To stay with the somewhat silly example, in my kind of game, manipulating the kingdom to go to war with the Elves would involve ideas like digging up dirt to blackmail a key advisor with, going on a high-risk mission for another to solicit his support, catching an infamous Elven thief so he can get his hands chopped off on the marketplace, spreading rumors that the thief was in fact a spy working for the Elven ambassador. When the PCs get their appointment for a private audience, the players stick their heads together for an hour or so to work out a good pitch for the group's PR dude to deliver. Something along those lines.

This kind of stuff gets nuked when you can just walk up to the king and toss a d20 on the table, problem solved.
Last edited by tenuki on Wed Jan 11, 2012 12:27 pm, edited 4 times in total.
the toys go winding down.
- Primus
Pseudo Stupidity
Duke
Posts: 1060
Joined: Fri Sep 02, 2011 3:51 pm

Post by Pseudo Stupidity »

Swordslinger wrote: PC: "I use the attack action on the monster."

DM: "Okay, what weapon do you want to attack with? Your adamantine axe or your +1 silver broadsword?"

PC: "Whatever weapon works best in this situation. I told you what action I was taking. It's the anti-thesis of roleplaying if you ask for more clarification. What, did you actually expect me to think while playing this game? Fuck that dude."
Both player and MC in your example are wrong. The player has to declare all his actions, he has to draw a weapon (unless he has one drawn) and then announce that he's attacking (and not making an unarmed strike with his head or something) or full attacking, then he rolls his to-hit, miss chance if there is one and damage if he hits. Saying "I attack" doesn't work because that isn't how the rules work. Have you played D&D before?

Diplomacy works differently from attacks because it is heavily abstracted and has fucking horrible rules.

Diplomacy only has a few results, you can say you're using diplomacy to do something because diplomacy only works in certain ways. You either change the person's attitude towards you or argue your case (opposed check against whoever's arguing against you). Those are the only ways diplomacy fucking works. Everyone knows what you're talking about when you diplomacy at somebody because it has a strict set of rules, you diplomacy for <result> and announce that as your action. You can not possibly get more clear than that because that's how the rules work.



Fectin, your example is equally retarded (actually moreso). You need to follow the rules of the damn game. Taking an example out of context (maybe it was the fighter's turn and he was adjacent to the only goddamn opponent with his weapon drawn and everyone is level 4?).You can say AC 34 for 60 damage and people will understand that you attacked something, unless you don't trust your players and make them say "power attacking for full again, with the only weapon I'm holding, on the guy I attacked last fucking turn who is the only fucking person I can hit anyways. My initiative order didn't change either. Happy now, asshole? I hit a 34 AC for 60 damage."

The swim check example is just stupid because, surprise surprise, swim checks don't do anything to people. Diplomacy can totally get a guard to be friendly to you, and if you're talking about going through the gate you can make him favor your side of the argument (letting you through) with an opposed check. As the MC you could say "he says 'I understand your business is important and I'd love to let you through, but it's against the rules.' He then offers to get his superior to speak with you," and the diplomacy player would understand that as a possible reaction to his action and try something else (or try to turn him fanatic and pass through anyways, fuck diplomacy).

If you said "WHAT ARE YOU TALKING ABOUT HOW ARE YOU USING DIPLOMACY FUCK HOW DOES THIS GAME WORK?" Your player would talk to you as if you were a child and explain "He said I couldn't go through, I said I wanted to go through, we're arguing opposed sides, I want him to favor my side, please make an opposed check to see if I gain the upper hand in this argument." Holy shit, the diplomacy rules are vague and terrible but that is how diplomacy works.

Diplomacy rules: You want <NPC> to do something, so you talk to him and roll diplomacy. If you succeed he favors your side, he might not actually do what you want but you have curried favor. Alternatively you just always roll to make them fanatic and they do whatever you say because they love you so much.

Would it really help if the player said "diplomacy to argue that he should let me through, I got a 30." rather than "diplomacy to have him let me through, I got a 30."

None of that had to do with roleplaying at all, though. All I said was "why announce how you diplomacy things when you don't announce how you attack things?" I never say "I swing for the damn kneecaps, using a Hungarian style chop." If you don't give my attack a bonus for being more than "I swing, 34 AC, 60 damage" you shouldn't give diplomacy a bonus for being any more than "I try to get the guard to let us pass, 30 diplomacy."


Edit: Unless you guys are saying the player needs to say "I'm using diplomacy to change <npc>'s attitude." If they're trying to make friends they should specify that. You could, for example, say "I diplomacy the guard to make him change his attitude towards me, I got a 30. I then ask him to let us through." That's still roleplaying, you're just using mechanics instead of making up small talk with the guard. That's a play style that is supported by the rules.
Last edited by Pseudo Stupidity on Wed Jan 11, 2012 3:58 pm, edited 2 times in total.
User avatar
tzor
Prince
Posts: 4266
Joined: Fri Mar 07, 2008 7:54 pm

Post by tzor »

Pseudo Stupidity wrote:It's weird you have to announce your (obvious) intentions when you use diplomacy, but you don't have to do so when you sword things. "I sword at the enemy to try and deal damage!"
It is weird but it is a function of the HP system of combat more than anything else. The problem is that the abstraction of combat is so common it’s hard not to think of it. You don’t swing your sword at the opponent to simply “deal damage.” You are swinging that sword to break bones or pierce major organs, etc depending on the specific weapon and the specific attack being made. The HP system makes such notions difficult.

Diplomacy/persuasion cannot be abstracted because you are trying to get a person A to do action B. It’s sort of unique in that aspect. Other areas such as the use of intimidation to get a confession could be abstracted but not diplomacy/persuasion. (We don’t have abstracted rules for it, but it is still possible.)
fectin
Prince
Posts: 3760
Joined: Mon Feb 01, 2010 1:54 am

Post by fectin »

Diplomacy does not let you convince person A to do action B. Go read the description. Here, I'll make it easy:
http://www.d20srd.org/srd/skills/diplomacy.htm

It does let you make them helpful, which means that they will "take risks to help you". That's useful, but it's still not "will do whatever you want".

If you're saying instead that it's a negotiation, then whoop-de-do. You now "have the advantage in the negotiation". That's spiffy, but still skips how much you just paid to bribe him.

I don't see any way to claim you're pleading a case.
Pseudo Stupidity
Duke
Posts: 1060
Joined: Fri Sep 02, 2011 3:51 pm

Post by Pseudo Stupidity »

So you can never convince a guard to let you through because all you do is have an advantage in negotiations and make him be willing to take risks for you (unless he's fanatic, in which case he'd risk life and limb for you and basically be your bitch). It sounds like you're saying diplomacy can never accomplish anything because the rules for it are vague. I disagree, but that isn't even what this shit is about.

It's about roleplaying. Why can't somebody say "I try to convince the king to attack the elves. I rolled a 30 diplomacy." Is there something in that statement that means any better or worse than weaving an IC story about how evil the elves are? I don't need each player to tell me how their sword hews flesh and the orc screams in agony and falls to the floor as its blood gushes out of the newly created hole where its kidney used to be.

Aside from that, shouldn't my character be the one giving a speech, not me? I'm not as good a speaker as Lord Handsomeface, the legendary bard whose words are better than a thousand blowjobs, and I'm a better speaker than Glorbat the Unwashed, whose only known word is kerstabbinate. Giving a speech for Glorbat that makes me get bonuses even if I have a crappy roll is like me tying a knot and then saying my character can totally do that too even though he doesn't have ranks in Use Rope and has a negative dex mod. What if I make a mistake in my speech as Lord Handsomeface and end up implying the king enjoys orally pleasuring his father? Lord Handsomeface wouldn't do that, but a socially maladjusted basement dweller might, which could mean failure in a speech even though Lord Handsomeface totally had that shit and the player fucked it up.

The player declares what they're doing. It's just like any other turn, it's just that instead of declaring an attack you say "I'm going to use diplomacy to accomplish X." You can accompany this with a speech, or you can NOT do that and everyone will assume your character did the appropriate action. Is it nice if a player wants to give a little diddy on what their character is saying? Yes. Is it required or a lack of roleplaying to do so? Not really, they're still playing the role of the party face, they just didn't feel like acting IC for that action.

Now, getting a horrible roll and then giving a grandiose speech to get bonuses is the opposite of roleplaying. Your performance should match the mechanics, not the other way around.
Last edited by Pseudo Stupidity on Wed Jan 11, 2012 6:42 pm, edited 1 time in total.
User avatar
tzor
Prince
Posts: 4266
Joined: Fri Mar 07, 2008 7:54 pm

Post by tzor »

Pseudo Stupidity wrote:It's about roleplaying. Why can't somebody say "I try to convince the king to attack the elves. I rolled a 30 diplomacy."
The simple reason is the law of secondary effect. Remember that the attempt cannot be considered in isolation. So the question of "how" becomes important. What happens when you use lies and the king later finds out about it? I am not saying that you have to "rule lawyer" the argument in exact detail.

"I try to convince the king that the elves are trying to assassinate him and that they have already tortured the king's only son who was sent as an ambassador in order to get information as to how to break into the castle."
Pseudo Stupidity
Duke
Posts: 1060
Joined: Fri Sep 02, 2011 3:51 pm

Post by Pseudo Stupidity »

If it's a lie you'd use bluff, which is pretty explicit in what you can do with it. There are no lies to be caught if you use diplomacy.
sandmann wrote:
Zak S wrote:I'm not a dick, I'm really nice.
Zak S wrote:(...) once you have decided that you will spend any part of your life trolling on the internet, you forfeit all rights as a human.If you should get hit by a car--no-one should help you. If you vote on anything--your vote should be thrown away.

If you wanted to participate in a conversation, you've lost that right. You are a non-human now. You are over and cancelled. No concern of yours can ever matter to any member of the human race ever again.
User avatar
Ice9
Duke
Posts: 1568
Joined: Fri Mar 07, 2008 7:54 pm

Post by Ice9 »

Pseudo Stupidity wrote:Diplomacy rules: You want <NPC> to do something, so you talk to him and roll diplomacy. If you succeed he favors your side, he might not actually do what you want but you have curried favor. Alternatively you just always roll to make them fanatic and they do whatever you say because they love you so much.

Would it really help if the player said "diplomacy to argue that he should let me through, I got a 30." rather than "diplomacy to have him let me through, I got a 30."
You do actually need to say what you're asking though, because that's how Diplomacy works. If you're changing attitude, then succeeding on the check doesn't cause the NPC to do anything, it just makes them more likely to agree with your request, once you actually make that request. And even at "Helpful", you'll need at least a half-assed reason for most things.

If you're "making them favor your side in the negotiation", then you need to be having a negotiation. And again, "favor" is pretty vague and would probably still require at least a half-assed argument on your part.


I'm not saying people have to lay out their entire speech, or deliver it in character, but they do need to at least say what the gist of their argument is. When you attack, you need to say where from and with what. When you cast a spell, you have to say which spell and select any options it has.

"I'm going to convince the king that the Elves smell bad and so he should kill them all" will give you different results than "I'm going to convince the king that the Elves are a destabilizing force on his reign", in the same way that "I walk here (right past the foes with reach weapons), into melee, then shoot him with a hand crossbow" will give different results than "I charge him with a spear, Power Attack for 5".
Last edited by Ice9 on Wed Jan 11, 2012 10:23 pm, edited 3 times in total.
fectin
Prince
Posts: 3760
Joined: Mon Feb 01, 2010 1:54 am

Post by fectin »

I'm continuing to say that yelling "diplomacy!" and a number is not enough information to do any of the actions you've described. (I've also been giving you the benefit of the doubt that you aren't talking about trivial things; if your point is about talking a mook into telling you what time it is, no-one cares.) Ice9 nailed this point, and I can't explain it better than he did.

At no point have I said that you need to make a speech yourself. I happen to think the immersion benefits of in-character speeches outweigh the dissociative drawbacks, so I am in favor of encouraging but not requiring them, but that's entirely beside the point.
TheFlatline
Prince
Posts: 2606
Joined: Fri Apr 30, 2010 11:43 pm

Post by TheFlatline »

Pseudo Stupidity wrote: I'm supporting "I try to convince the king to attack the elves, I got a X diplomacy" as a way of having your character attempt to talk the king into attacking the elves. It'd be great if the player would go further and say "I try to convince the king the elves are plotting his imminent downfall and need to be destroyed," or if he wants to give an IC speech, but there's no reason for the first option not to work. It's the same fucking mechanics and the same fucking thing ends up happening in the story.
See. No.

Well, yes, the king may attack the elves. But how you got to that point is very, very important. Even history shows that the riders and "sweeteners" in diplomacy are often just as important as the deal itself.

So maybe the king hesitates because corsairs are attacking his supply lines. Or his daughter has a serious elf fetish and he is totally whipped. Or maybe you say "Kingdom B will totally invade your shit if you don't attack the Elves with him." At which point Kingdom A & B are now on shaky terms.

It's called storytelling. Otherwise, as I said before, I can replace you, the player, with a die roller on my phone and not miss you at all.
darkmaster
Knight-Baron
Posts: 913
Joined: Fri Apr 29, 2011 5:24 am

Post by darkmaster »

Then do it. Seriously, you obviously don't want to play with other people so why don't you go write your diplomatic drama somewhere else. The rest of us will stay here and play D&D.
Kaelik wrote:
darkmaster wrote:Tgdmb.moe, like the gaming den, but we all yell at eachother about wich lucky star character is the cutest.
Fuck you Haruhi is clearly the best moe anime, and we will argue about how Haruhi and Nagato are OP and um... that girl with blond hair? is for shitters.

If you like Lucky Star then I will explain in great detail why Lucky Star is the a shitty shitty anime for shitty shitty people, and how the characters have no interesting abilities at all, and everything is poorly designed especially the skill challenges.
...You Lost Me
Duke
Posts: 1854
Joined: Mon Jan 10, 2011 5:21 am

Post by ...You Lost Me »

darkmaster wrote:Then do it. Seriously, you obviously don't want to play with other people so why don't you go write your diplomatic drama somewhere else. The rest of us will stay here and play D&D.
I want to play D&D. And I want to have diplomatic drama, because "I roll to diplomacy the king" is dumb as all hell.

All of a sudden, you can't just plug your ears and go "LALALALALA NOT A PROBLEM CAUSE I CAN'T HEAR YOU" anymore, because customers want that sort of service.

So try again.
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
Kaelik wrote:I invented saying mean things about Tussock.
Swordslinger
Knight-Baron
Posts: 953
Joined: Thu Jan 06, 2011 12:30 pm

Post by Swordslinger »

darkmaster wrote:Then do it. Seriously, you obviously don't want to play with other people so why don't you go write your diplomatic drama somewhere else. The rest of us will stay here and play D&D.
The point is that he does want to play with other people. He wants them to think creatively as humans, not as some kind of computer AI that throws a shit fit every time it has to think outside the box.
User avatar
NineInchNall
Duke
Posts: 1222
Joined: Fri Mar 07, 2008 7:54 pm

Post by NineInchNall »

Holy FUCK.

This thread is not about d20 Diplomacy. It's about the concept of using dice per se to resolve a social dispute. Stop arguing within the confines of d20.

The whole point is whether it's okay to use a given social skill/ability/power/kungfu/etc to resolve a given conflict purely by dice rolls.
Current pet peeves:
Misuse of "per se". It means "[in] itself", not "precisely". Learn English.
Malformed singular possessives. It's almost always supposed to be 's.
...You Lost Me
Duke
Posts: 1854
Joined: Mon Jan 10, 2011 5:21 am

Post by ...You Lost Me »

NineInchNall wrote:Holy FUCK.

This thread is not about d20 Diplomacy. It's about the concept of using dice per se to resolve a social dispute. Stop arguing within the confines of d20.

The whole point is whether it's okay to use a given social skill/ability/power/kungfu/etc to resolve a given conflict purely by dice rolls.
[darkmaster]Seriously, you obviously don't want to play with other people so why don't you go write your social skill/ability/power/kung fu drama somewhere else. The rest of us will stay here and play D&D.[/darkmaster]
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
Kaelik wrote:I invented saying mean things about Tussock.
Pseudo Stupidity
Duke
Posts: 1060
Joined: Fri Sep 02, 2011 3:51 pm

Post by Pseudo Stupidity »

Why does it matter so much if you gloss over what the PC(s) said to the king? Why is it not playing with other players if they say they use diplomacy?

In D&D they could take a huge number of options to fuck up the elves or get the king to attack. I dunno, here's a few off the top of my head:

1. Publicly murder someone while disguised as elves, continue doing this until the kingdom is fed up and wants to kill them.

2. Support a coup where the leader is vehemently anti-elf.

3. Go to the elven kingdom and get them to attack the humans.

4. Threaten the king.

5. Kidnap his daughter/wife and murder them if he doesn't go to war with the elves.

See, your players made a decision by talking to the king. Who the fuck cares exactly what is said to him? They advanced the story by choosing that option, they advanced it in a unique way that a die rolling program could not have. It's nice if they want to have a big courtroom drama where they argue it, or you can just accept they aren't interested in that shit and let them get back to what they consider to be fun (decision making, exploration, murder, exploring decisions to murder, etc).


There are groups that gloss over combat by making tactically uninteresting combats so they can get back to talking to NPCs. Why can't you treat diplomacy the same way? If I don't want a debate with the king why can't I let my character do all the talking? There are some systems with in-depth diplomacy rules, but if I'm not playing one of those there's no reason to force me to describe my speech. I want my character to do something, so I fulfill my requirements (I announce my actions, roll the proper dice and add the proper modifiers) and then move on.
sandmann wrote:
Zak S wrote:I'm not a dick, I'm really nice.
Zak S wrote:(...) once you have decided that you will spend any part of your life trolling on the internet, you forfeit all rights as a human.If you should get hit by a car--no-one should help you. If you vote on anything--your vote should be thrown away.

If you wanted to participate in a conversation, you've lost that right. You are a non-human now. You are over and cancelled. No concern of yours can ever matter to any member of the human race ever again.
violence in the media
Duke
Posts: 1730
Joined: Tue Jan 06, 2009 7:18 pm

Post by violence in the media »

Most of those alternatives you listed are substantially more involved than rolling a single Diplomacy check in a face-to-face with the king. I mean, would you really just allow the mere declaration of one of those statements to stand in for "Diplomacy roll, 32"?

Like the kidnap goes down without any further planning, discussion, effort, or dicerolls? "I'm kidnapping the Queen. I got a 37 on my Profession: Kidnapper roll."

"Ooh! I have 12 ranks in Support Unreasonable Ideologue! Can I roll that to have the racist Baron depose the king?"
Pseudo Stupidity
Duke
Posts: 1060
Joined: Fri Sep 02, 2011 3:51 pm

Post by Pseudo Stupidity »

The other options are pretty much all multi-step options, not my fault the diplomatic solution is legal and involves very few complications. You could totally add some, though. Maybe to talk to the king you need to convince somebody an audience is worthwhile (and that person is pro-elf, so you need to find a different means of accessing the king). Maybe the king refuses to listen to anything you have to say regardless because he's preoccupied with something, solve that something and he'll listen to you. Maybe the king is under elven mind control already, so you have to break the hold of the elf wizard who is controlling him before you can have a diplomatic solution.

Or you can use a system that forces negotiations to be intense affairs. There could be a ton of die rolls instead of just one or two! Nothing will change that if the PCs don't want to have IC conversations with the king they shouldn't have to.

Some of my solutions aren't that involved anyways. "I cast disguise self and murder a bunch of peasants in public with an elven courtblade, then I cast fly and invisible to run away before guards can show up." No MC is going to make you roll for murdering peasants.
Last edited by Pseudo Stupidity on Thu Jan 12, 2012 4:06 pm, edited 1 time in total.
TheFlatline
Prince
Posts: 2606
Joined: Fri Apr 30, 2010 11:43 pm

Post by TheFlatline »

Pseudo Stupidity wrote:Why does it matter so much if you gloss over what the PC(s) said to the king? Why is it not playing with other players if they say they use diplomacy?
Because all of those options you listed have *real* impact on the game/story. They're almost adventures in themselves. Simply rolling diplomacy is like hitting the jump to next chapter button.

Look at this point we're just repeating ourselves. We have listed pages of reasons why "Diplomacy 32: attack the elves" is a cop out. You keep asking the same questions over and over again, and saying the same thing (being forced to roleplay is ass).

At this point it's almost like you're trolling, because in your own post you said:
It's nice if they want to have a big courtroom drama where they argue it, or you can just accept they aren't interested in that shit and let them get back to what they consider to be fun (decision making, exploration, murder, exploring decisions to murder, etc).
Which is the point we're trying to make. Asking how you are going to convince the king to attack the elves is a big decision point, and in every game I've ever run, tends to be among the most entertaining moment for the party because it's the moment they have *total* control over how the scene is going to play out.

None of us *are* asking/demanding a big in-character dramatic speech. I think that's the point you're missing. There's a big difference between "I explain to the king that the elves are amassing an army at his very boarders, and I've brought him battle maps stolen from the elven headquarters" *Roll Diplomacy at this point* and "This humble obedient servant requests a moment of time from the King of Alteria, Nutmeg of Consolation, sublime ruler, the legend of his potency in bed stretching from one end of this world to the other, we beseech thee to acknowledge and bring your supreme vengeance to the elven kingdom that hath so wrongfully deceived you into contemplation of peace while they themselves have prepared for war. (etc etc etc)" *roll Diplomacy*.

I think most DMs are fine with option one. That's the substance of the exchange. Option two is awesome, and I'd reward the effort even if it came out poorly. Simply rolling diplomacy and expecting me, the DM, to fill in the blanks will probably net you the least liklihood of success, and yes I will weigh the game that way.
Last edited by TheFlatline on Thu Jan 12, 2012 6:52 pm, edited 1 time in total.
Pseudo Stupidity
Duke
Posts: 1060
Joined: Fri Sep 02, 2011 3:51 pm

Post by Pseudo Stupidity »

But how they convince the king isn't what matters, what matters is that they decided to convince the king in the first place.

Assuming I've amassed a bunch of evidence then yeah, you'd need to mention you're using that evidence or the king might not believe you. You'd need to say "I show the king the battle plans we took from the elves, then I try to convince him to go to war with the elves. DIPLOMACY!" if you want to bring up battle plans at all. Any evidence you want to use needs to be mentioned, because that is exactly like declaring what weapon/spell you're using when you have multiple options. If you're fine with that I don't have an argument at all, because anything less and you really do stop making sense. If you have no evidence it's fine (mechanically) to say "I try to convince the king to go to war with the elves, DIPLOMACY!" You'll probably get a response of "That sounds reasonable if what you're saying is true, but do you have any proof?" but you should be able to do that.

I'm against bonuses due to speeches/RP and such. The player should make their performance fit the roll, rather than pretend their character gave an eloquent speech. Again, if I tied a knot and my character couldn't do that would my character succeed because I can do something? That's silly. Michael Phelps should never put ranks in Swim, I suppose.
Post Reply