General Skills Rules:
- Taking 10: If you are not threatened or distracted you can take 10 on a roll.
- Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
- “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
- “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.
Diplomacy (CHA)
Requires: 1 full minute,
Retries: Possibly
Change the Attitude of Others: a successful diplomacy may change the attitude of an NPC. This is only possible when the NPC is not currently hostile. See the table Below.
Pleading your case: when two sides are trying to give their arguments make opposed rolls.
Quick Diplomacy may be done as a full round action but you take -10 on the role.
Mediate (CoAD 99) requires a full day (maybe done in an hour at -10) to make two hostile sides friendly towards each others, add the leader of each sides diplomacy to the DC and additional -5 if of different race.
Initial Attitude And DC to make:
Initial To Indifferent To Friendly To Helpful
Unfriendly |
15 |
25 |
40 |
|
|
Indifferent |
1 |
15 |
30 |
|
|
Friendly |
- |
1 |
20 |
|
|
Helpful |
- |
- |
1 |
|
|
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