Difference between revisions of "Negotiate"

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Diplomats, lawyers, politicians, and merchants are master Negotiators.  This skill represents the ability to haggle and discuss a topic with another creature, in an attempt to lighten its disposition towards you.
 
Diplomats, lawyers, politicians, and merchants are master Negotiators.  This skill represents the ability to haggle and discuss a topic with another creature, in an attempt to lighten its disposition towards you.
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The Negotiate skill is usually the one to appeal to someone's sense of reason or goodness — peace negotiations, getting out of trouble, and so forth. Appealing to someone's darker nature is the work of the [[Seduce]] skill.
  
 
{{section|Difficulty|There is no set DL for negotiate checks, as they are opposed between two people.  The difference from the roll determines a character's new disposition.  If the target gets the bigger roll, its mood is worsened.  If the character performing the check gets a higher roll, the target's mood is improved.}}
 
{{section|Difficulty|There is no set DL for negotiate checks, as they are opposed between two people.  The difference from the roll determines a character's new disposition.  If the target gets the bigger roll, its mood is worsened.  If the character performing the check gets a higher roll, the target's mood is improved.}}

Revision as of 01:00, 11 December 2010

Typically used with: Persuasion.

Diplomats, lawyers, politicians, and merchants are master Negotiators. This skill represents the ability to haggle and discuss a topic with another creature, in an attempt to lighten its disposition towards you.

The Negotiate skill is usually the one to appeal to someone's sense of reason or goodness — peace negotiations, getting out of trouble, and so forth. Appealing to someone's darker nature is the work of the Seduce skill.

Difficulty

There is no set DL for negotiate checks, as they are opposed between two people. The difference from the roll determines a character's new disposition. If the target gets the bigger roll, its mood is worsened. If the character performing the check gets a higher roll, the target's mood is improved.


Roll Difference Disposition
−15 Down three
−10 Down two
−5 Down one
−4 to 4 No change
5 Up one
10 Up two
15 Up three
20 Up Four
Friendly
A friendly creature will go out of its way to give you aid. Sometimes, it will help you at dire consequences to itself.
Benign
A benign creature is amicable and pleasant to you, and will lend aid, but won't help in any overly inconvenient way.
Neutral
A neutral creature has no disposition towards you; it doesn't wish you harm, nor does it wish to help you.
Malign
A malign creature generally wishes you ill will, but won't attack you without provocation.
Hostile
A hostile creature will go out of its way to harm you. In fact, it will most likely disregard its own safety to bring you pain.

A character can roll this check more than once to improve another's mood consecutively. After a certain point, however, some folks may refuse to listen to any more banter. Attempting to Negotiate with a target that has reached this point (outside of combat) will be sure to automatically reduce their mood one step. When both parties are at their leisure to present arguments and reason them out, the negotiation process could take a minute or more each time (as in the example of bartering with a merchant). During combat, attempting to use Negotiate as Diplomacy only takes 4 AP since decisions are being made at breakneck speed.

If you manage to improve a merchant's mood to friendly, you might get goods at wholesale, or services at cost of materials, but never for free. Hostile merchants may throw their wares at you, but certainly won't sell to your kind.

Opposed Rolls

Negotiate attempts are always opposed by Discern with Insight as the key ability.

Time

Each Negotiate check takes a minute or more (GM's call).

Retry

Negotiate attempts can be retried, but each occurrence takes time.