Difference between revisions of "Diplomacy in combat"
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Revision as of 00:22, 26 April 2010
Sometimes words will work where swords cannot. If this is the case, a character can try to make a Negotiate check to alter the disposition of a combatant or achieve a resolution. 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!
Seeking a diplomatic resolution takes 4 AP and targets one opponent at a time. The Negotiate check is opposed by a target's Discern using Insight as the key attribute. If the result is a success, consult the Disposition table below to determine how receptive the target becomes to ceasing hostilities. Once the target has been moved to the Benign disposition, they will cease hostilities towards you and your allies.
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.
If the target… | Check |
---|---|
…has been Intimidated by you or your allies | +2 |
…has less then half of their max HP | +2 |
…has 5 or less HP remaining | +2 |
…is presented with a hostage to whom they are sympathetic | +2 |
…has been offered rewards and has a reasonable expectation that the offered bribe is legit | +2 |
…has been Taunted by you or your allies | -2 |
All of these bonuses to the Negotiate check are cumulative. For instance, if the target has 3 HP remaining and you have his best friend on his knees staring at the business end of a sword, you receive +6 to your roll.
Keep in mind that the GM may decide 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 incur a very severe penalty to the Negotiate check. Characters with certain Trumps or Faults (Indomitable or Vengeful, for instance) may also be ruled immune or resistant to this tactic. And Callous characters won't care if you have a hostage.
Diplomacy is especially useful when you and your companions are outnumbered, out-gunned, weak and weary from previous combats, or all of the above.