Mguy wrote:I'm not sure what's to disagree with what PL is saying.
Well, he's deliberately being obtuse and retarded, making hyperbolic tyrades that don't even support his thesis, directly contradicting himself repeatedly, and generally making an ass of himself. You know,
like always.
Mguy wrote:The whole intent of this 'mechanic' is to set up the initial inputs for the diplomatic encounter. No, it's worse than that. It is not even all the inputs.
So? It's the
surprise mechanic. The thing that determines
whether you get to act. Of course it doesn't set up
all the inputs for the encounter. It does however set up an
absolutely essential input for the encounter: whether or not you get to fucking act.
See the thing is that even
initiating a parlay action in 3e D&D takes
ten fucking combat rounds. If anyone even
looks at rolling initiative for taking a combat action, the parlay action is aborted automatically. Since "taking combat actions" is one of the entirely valid actions that a newly encountered creature can take, and that action cancels any diplomatic actions
before they have even been rolled, the diplomancer is pretty much completely fucked if there isn't a die roll he can make that will make the Hobgoblins at least hear him out before things come to stabbing.
For a diplomancer, someone "taking a combat action" is worse than being surprised. Because not only does he lose his first diplomacy action, he doesn't
ever get to take
any diplomacy actions in that encounter. If it's just "GM decides," then the diplomancer is
completely at the whim of the GM for when he even gets to act. It's like he spends every encounter surprised and dazed unless and until the GM
decides to let him act. That is disempowerment so extreme that people who even suggest implementing a system that is not a fifth as disempowering as that for surprise determination in combat are
laughed out of the room. And rightly so.
-Username17