
Diplomacy is a strategic board game set in Europe in the years leading up to World War I. Players negotiate, form alliances, and betray one another to gain control of Europe. The game is unique in that it does not rely on dice or other random game elements. Instead, players must rely on their negotiation skills to succeed. In the context of this game, taking 10 refers to assuming an average performance by removing any elements that would hinder performance and preparing for the task at hand. While it is generally accepted that you can take 10 in Diplomacy, there is some debate about whether you can take 20, as this assumes that you can keep trying until you succeed, which may not be feasible in certain situations.
| Characteristics | Values |
|---|---|
| Number of players | 2-7 |
| Time to play | 5-6 hours |
| Game board | Europe |
| Year | 1914 |
| Number of supply centers to win | 18 |
| Number of units | 2 |
| Types of units | Armies, Fleets |
| Types of orders | Hold, Attack, Support, Convoy |
| Taking 10 | Allowed |
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What You'll Learn

Taking 10 on a diplomacy check
In the context of diplomacy, taking 10 may be interpreted as taking a moment to gather your thoughts and observe your "opponent" for clues before speaking. This interpretation assumes that you are not in a dangerous or distracting environment, as these factors could impact your ability to take 10.
It is important to note that taking 10 may take slightly longer than a standard action as you mentally or physically prepare. Additionally, there is a distinction between taking 10 and taking 20. While taking 10 represents an average performance, taking 20 assumes that you can repeatedly attempt an action until you succeed. This distinction is particularly relevant in diplomacy, as attempting to sway someone's opinion over and over again may be seen as suspicious or insincere.
In certain situations, taking 10 on a diplomacy check may not be advisable or possible. For example, if you are facing a hostile horde of goblins in a dungeon, the time constraint and high stakes of the situation may not allow for the mental preparation required to take 10.
Furthermore, there are skills where taking 10 is explicitly prohibited, such as the "Use Magic Device" skill. In such cases, the rules must be followed accordingly.
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Distractions and threats
In the case of diplomacy checks, the presence of distractions or threats can impact the ability to take 10. If a character is facing imminent danger or is in a rushed situation, they may not have the luxury of taking the time to gather their thoughts and formulate a careful approach. This distinction is important because taking a 10 on a diplomacy check can significantly influence the outcome, particularly when attempting to sway an individual's attitude or opinion.
For example, in a high-stakes negotiation with a hostile individual, a rushed diplomacy check may result in a penalty to the check, making it more challenging to shift the other person's stance. On the other hand, when time is not a critical factor, taking a 10 can allow for a more thoughtful and measured approach, potentially increasing the chances of success.
It is worth noting that certain character abilities or skills can influence the impact of distractions and threats on diplomacy checks. For instance, the Lore Master Bard Ability in Pathfinder allows players to take 10 on Knowledge checks even when threatened or distracted. Similarly, Rogues with Skill Mastery can take 10 on diplomacy checks even in the face of distractions or threats.
In conclusion, distractions and threats play a crucial role in determining whether taking a 10 on a diplomacy check is feasible. While it may be possible to take your time and prepare in certain situations, other scenarios may demand immediate action, limiting the option to take a 10 and requiring a more traditional skill check or dice roll to determine the outcome.
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Taking 20
In the case of Taking 10 on a Diplomacy check, it is generally allowed as long as you are not being distracted or threatened, and it would take the usual amount of time. However, Taking 20 on a Diplomacy check is more controversial. Some players argue that it should not be allowed because it assumes that you can keep attempting to persuade someone until you succeed, which may not be realistic or practical in certain situations. Additionally, it gives the target or opponent the opportunity to also take 20, effectively nullifying your attempt.
On the other hand, some players suggest that Taking 20 can be allowed as long as there is no penalty for failure. For example, if failing a roll would not result in a worse outcome than not trying at all, then Taking 20 could be an option. However, it is important to note that it would take significantly longer, as it assumes that you are taking 20 times as long to attempt the action.
Ultimately, the decision to allow Taking 20 on a Diplomacy check may depend on the specific circumstances and the game master's discretion. It is essential to consider the potential consequences and the impact on the game's narrative and pacing. While Taking 20 can be a useful mechanic in certain situations, it should be used judiciously to avoid unrealistic or unintended outcomes.
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Changing others' attitudes
Understanding and Empathy:
Diplomacy begins with understanding. To change someone's attitude, you must first seek to understand their perspective, motivations, and concerns. Listen twice as much as you speak, as it is said. By actively listening and demonstrating empathy, you can gain insights into their thoughts, feelings, and values. This understanding forms the foundation for effective diplomacy.
Etiquette and Social Grace:
Diplomacy is often about etiquette and social grace. Understanding and adhering to the formal and informal rules of conduct, social expectations, and proper forms of address are essential. This demonstrates respect and helps build rapport. It also ensures that you don't unintentionally cause offense, which could hinder your efforts to change attitudes.
Tact and Subtlety:
Tactfulness is a critical skill in diplomacy. It involves choosing your words carefully and delivering your message in a palatable manner. Being tactful means considering the other person's feelings and finding a way to convey your point without causing undue offense. This skill is especially important when delivering criticism or bad news.
Persuasion and Influence:
Diplomacy is inherently tied to the art of persuasion. It's about influencing others to see your perspective or agree with your arguments. Effective diplomats use their communication skills to make others think they want the same thing they do. This involves understanding the other person's needs, wants, and motivations, and framing your message in a way that resonates with them.
Mediation and Negotiation:
Changing attitudes often involves mediation and negotiation. This could mean negotiating peace between feuding groups or simply resolving differences of opinion. Successful mediation requires patience, as it is a long process that cannot be rushed. It also demands impartiality and the ability to help each group understand the other's perspective, ultimately improving their attitudes toward one another.
Building Relationships:
Diplomacy is as much about building relationships as it is about influencing attitudes. Strong relationships foster trust and respect, making it easier to influence others. People are more receptive to those they like and appreciate. By strengthening existing relationships and forming new ones, you increase your influence and improve your ability to change attitudes.
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Diplomacy in a dungeon
Diplomacy is an important skill to have in a dungeon. It can help you negotiate with monsters, persuade them to see things from your point of view, and even convince them to join your cause.
In a dungeon, you may encounter various creatures and characters, from goblins and trolls to powerful sorcerers and dragons. Each of these encounters presents an opportunity to use diplomacy and change the outcome in your favour. For example, you could try to sway a hostile goblin to indifferent or even friendly, making them less likely to attack you or perhaps even offering information or assistance.
Additionally, diplomacy can be used to forge alliances between different factions or kingdoms within the dungeon. For instance, you could help establish an alliance between several nations to defeat a common enemy, such as a tyrant ruling over Empire A with a powerful army.
The time it takes to successfully influence someone with diplomacy varies. Generally, it requires at least one full minute of consecutive actions, but this can increase depending on the situation. A rushed diplomacy check can be attempted in a single round, but it incurs a significant penalty, making it less effective.
Overall, diplomacy is a valuable skill to possess in a dungeon, allowing you to navigate dangerous encounters, gather information, and build alliances that can aid you in your quest.
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Frequently asked questions
Yes, you can take 10 on a diplomacy check.
Taking 10 is a meta construct representing the character's "average" effort, and is there mainly to avoid situations where if a character rolls a 1 or 2 they'll fail their check, but if they roll anything else they'll pass it.
Taking 10 may take slightly longer than a standard action as you mentally or physically prepare. It usually takes the same amount of time as a regular check, unless it is rushed, in which case there is a significant penalty to the check.
Taking 20 is not recommended as it assumes you can keep trying over and over again.

























