Difference between revisions of "Diplomacy in combat"
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− | Sometimes words will work where swords cannot. If this is the case, a character can try to make a | + | Sometimes words will work where swords cannot. If this is the case, a character can try to make a Skill check to enact a ceasefire. This tactic is popular among the martially-challenged and peace-minded: nobles, ambassadors, humble peasants, pacifists, and peacemakers. Using diplomacy to end a conflict doesn’t necessarily mean your character is nice, however. A commanding "Stop this madness!" or "Surrender! You are outnumbered!" works just as well as "Please don't hurt us!" or "We have gold to offer, if an arrangement can be reached…" However, it should be noted that if you offer terms, you ought to be prepared to back them up or the conflict could start all over again! Diplomacy is especially useful when you and your companions are outnumbered, outgunned, weak and weary from previous combats, or all of the above. |
− | Seeking a diplomatic resolution takes 4 [[AP]] and targets one opponent at a time. | + | Seeking a diplomatic resolution takes 4 [[AP]] and targets one opponent at a time. If you're fighting multiple opponents, they will all lay down their arms if you successfully arrange an armistice with the leader of their group. Of course, if it's a free-for-all and no one's in charge, you'll have to target each one individually. You have the choice of several Skills which can be used to end hostilities. |
− | + | * [[Negotiate]] – "Suggesting." With a bit of persuading, you can convince your opponent of the obvious advantages of ''not'' killing you. Maybe there's no problem with just letting you go. It's the only logical choice, really. | |
+ | * [[Seduce]] – "Tempting." As long as you promise a reward, you can tempt your opponent into holding their fire. Perhaps a kiss, a bag of silver, or the artifact you just found are enough to get them to put away their weapons. | ||
+ | * [[Intimidate]] – "Coercing." By brandishing weapons or screaming in rage, you can threaten your opponent with dire consequences if they don't back off. Reinforce your threats with a hostage or two, ample firepower, and having nothing to lose. | ||
+ | * [[Leadership]] – "Taking Charge." Using an air of authority, you can command your opponent to pack it in. As long as the cessation of violence directly benefits their interests, you can make them understand that peace must be the only outcome. | ||
− | + | With thoughtful role-playing, you may be able to stop a battle in its tracks without rolling any dice. For instance, if your opponent is battered, bloodied, and sees that you have his best friend on his knees staring at the business end of a sword, chances are the opponent will lay down his arms without you needing to roll an Intimidate check. The GM may decide that your plan is so solid that no checks are required. | |
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− | + | Keep in mind that the GM may decide the opposite: that certain opponents are beyond negotiations. For instance, the villain who seeks revenge for the supposed murder of his brother, a vicious animal in the midst of a savage blood-lust, or a psychotic serial killer may be ruled immune to diplomacy, or at the very least gain a sizable bonus to their Skill check. | |
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+ | Characters with certain Trumps or Faults ([[Indomitable]] or [[Vengeful]], for instance) may also be ruled immune or resistant to this tactic. [[Callous]] characters won't care if you have a hostage. [[Avaricious]] characters will always choose gold over their own blood. | ||
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[[Category:Combat]] | [[Category:Combat]] |
Latest revision as of 22:54, 13 July 2019
Sometimes words will work where swords cannot. If this is the case, a character can try to make a Skill check to enact a ceasefire. This tactic is popular among the martially-challenged and peace-minded: nobles, ambassadors, humble peasants, pacifists, and peacemakers. Using diplomacy to end a conflict doesn’t necessarily mean your character is nice, however. A commanding "Stop this madness!" or "Surrender! You are outnumbered!" works just as well as "Please don't hurt us!" or "We have gold to offer, if an arrangement can be reached…" However, it should be noted that if you offer terms, you ought to be prepared to back them up or the conflict could start all over again! Diplomacy is especially useful when you and your companions are outnumbered, outgunned, weak and weary from previous combats, or all of the above.
Seeking a diplomatic resolution takes 4 AP and targets one opponent at a time. If you're fighting multiple opponents, they will all lay down their arms if you successfully arrange an armistice with the leader of their group. Of course, if it's a free-for-all and no one's in charge, you'll have to target each one individually. You have the choice of several Skills which can be used to end hostilities.
- Negotiate – "Suggesting." With a bit of persuading, you can convince your opponent of the obvious advantages of not killing you. Maybe there's no problem with just letting you go. It's the only logical choice, really.
- Seduce – "Tempting." As long as you promise a reward, you can tempt your opponent into holding their fire. Perhaps a kiss, a bag of silver, or the artifact you just found are enough to get them to put away their weapons.
- Intimidate – "Coercing." By brandishing weapons or screaming in rage, you can threaten your opponent with dire consequences if they don't back off. Reinforce your threats with a hostage or two, ample firepower, and having nothing to lose.
- Leadership – "Taking Charge." Using an air of authority, you can command your opponent to pack it in. As long as the cessation of violence directly benefits their interests, you can make them understand that peace must be the only outcome.
With thoughtful role-playing, you may be able to stop a battle in its tracks without rolling any dice. For instance, if your opponent is battered, bloodied, and sees that you have his best friend on his knees staring at the business end of a sword, chances are the opponent will lay down his arms without you needing to roll an Intimidate check. The GM may decide that your plan is so solid that no checks are required.
Keep in mind that the GM may decide the opposite: that certain opponents are beyond negotiations. For instance, the villain who seeks revenge for the supposed murder of his brother, a vicious animal in the midst of a savage blood-lust, or a psychotic serial killer may be ruled immune to diplomacy, or at the very least gain a sizable bonus to their Skill check.
Characters with certain Trumps or Faults (Indomitable or Vengeful, for instance) may also be ruled immune or resistant to this tactic. Callous characters won't care if you have a hostage. Avaricious characters will always choose gold over their own blood.