
Diplomacy and persuasion are key aspects of role-playing games like Dungeons and Dragons (DnD). In the 5th edition of DnD, players can use persuasion to influence non-player characters (NPCs) and other players. While there is no specific diplomacy check in 5e, players can use persuasion or deception to convince NPCs. Diplomacy can be used to gather information, influence attitudes, and make requests of creatures. It is generally ineffective in combat and against creatures with low intelligence or hostile intentions. Persuasion can also be used to charm creatures, provided they are not engaged in combat with the player or their companions. The success of persuasion and diplomacy attempts depends on the circumstances and the attitude of the target.
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What You'll Learn

Using Bluff and Diplomacy to make a request without the creature realising
Bluff and Diplomacy can be used together to make a request of a creature without it realizing that you are making a request. This is done by first attempting a Bluff check to convince the target that your request was their idea. This is treated as far-fetched, resulting in a -10 penalty on the check. If successful, you then attempt a Diplomacy check to make the request of the creature, treating its attitude toward you as indifferent for this single request, regardless of its actual attitude. This type of interaction requires more than a minute of conversation and is therefore highly unlikely to succeed against a hostile target.
A successful Bluff check convinces your opponent that what you are saying is true. Bluff checks are modified depending on the believability of the lie. You can also use Bluff to pass hidden messages to another character without others understanding your true meaning. The DC of this check is 15 for simple messages and 20 for complex messages. Bluff can also be used to feint in combat, causing your opponent to be denied their Dexterity bonus to their AC against your next attack.
Diplomacy can be used to change the attitudes of others (non-player characters). In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Changing others' attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). A rushed Diplomacy check can be made as a full-round action, but you take a -10 penalty on the check.
In 5e, the DM has more power to choose how to handle these situations. You could decide that it's a miscellaneous Charisma check (with no specialized skill) or even an unusual combination of Ability and Skill. The important thing is to let the party's actions dictate any rolls, not the other way around.
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Diplomacy checks to gather information about a specific topic or individual
Diplomacy is a skill that can be used to persuade others to agree with your arguments, resolve differences, and gather valuable information or rumours from people. Diplomacy checks can be used to gather information about a specific topic or individual. This involves canvassing people in local taverns, markets, and other gathering places. The time it takes to gather information depends on the obscurity of the information sought. Commonly known facts or rumours can be discovered with a DC of 10, while obscure or secret knowledge may require a DC of 20 or higher. Some topics may be ruled as unknown to common folk by the GM.
To gather information using Diplomacy, players must spend at least 1d4 hours interacting with people in various locations. This can include asking leading questions, discussing relevant topics, and narrowing the scope of the conversation to guide the target towards the desired action. The success of these interactions may depend on the target's starting attitude, which can be influenced by the player's Charisma modifier.
The information gathered through Diplomacy checks can vary in accuracy and detail. While some information may be common knowledge or rumours, other times it may be obscure or secret, requiring more time and effort to uncover. Additionally, the player's level of expertise in Diplomacy can impact the effectiveness of their information-gathering attempts. Higher ranks in Diplomacy can reduce the time required to gather information or influence attitudes.
Diplomacy checks can also be used to change the attitudes of non-player characters (NPCs). A successful check can improve an NPC's attitude towards the player by one step, with the potential for additional steps depending on the check result. However, there are limitations to how much a creature's attitude can be shifted in a single interaction. Diplomacy is generally ineffective in combat or against creatures intending immediate harm.
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Diplomacy checks to change the attitudes of others
Diplomacy is a skill that involves etiquette, social grace, tact, subtlety, and a way with words. A Diplomacy check can be used to change the attitudes of others (non-player characters). The Dungeon Master's Guide has more information on influencing NPC attitudes.
The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step. A creature's attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character's attitude toward you is unchanged. If you fail by 5 or more, the character's attitude toward you is decreased by one step. You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.
In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party. Changing others' attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made as a full-round action, but you take a -10 penalty on the check. Retries are not recommended because they usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to their position, and a retry is futile.
A half-elf has a +2 racial bonus on Diplomacy checks. If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks. If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.
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Diplomacy checks to make a request of a creature
Diplomacy is a skill that can be used to change the attitudes of others (non-player characters or NPCs). In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposing cases in a hearing before a third party.
In 5e, there is no specific Diplomacy check. Instead, the Dungeon Master (DM) may choose to call for a miscellaneous Charisma check or an unusual combination of Ability and Skill, such as Intelligence (Persuasion). The action described or requested by the player dictates any rolls, not the other way around.
In Pathfinder, a Diplomacy check is used to improve an NPC's attitude by one step, and subsequent checks are used to make requests of the NPC. In Starfinder, the rules describe how willing an NPC is to aid you at each attitude level. For example, at "Indifferent", an NPC "doesn't care about your plight, but may give you simple advice or directions".
To make a request of a creature, its attitude towards you must be at least indifferent. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused by Diplomacy generally lasts for 1d4 hours but can be shorter or longer depending on the situation and at the GM's discretion. You cannot use Diplomacy to influence a given creature's attitude more than once in a 24-hour period. If a request is refused, you cannot change the result with additional checks, although other requests may be made.
You can use Bluff and Diplomacy together to make a request of a creature without it realizing you have made the request. You can gradually coax a target into thinking a suggestion is its own idea, making it more likely to act on it than if you had suggested it outright. You can discuss topics subtly relevant to the request, asking leading questions and narrowing the scope of the conversation so that the target eventually decides to take a specific action.
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High persuasion/diplomacy in big cities
Diplomacy and persuasion are essential tools for maintaining and improving relations between different parties. In the context of big cities, diplomacy plays a crucial role in fostering stability, prosperity, and cultural exchange.
In the world of Dungeons and Dragons (DnD), diplomacy and persuasion are also key skills that can significantly impact the outcome of interactions with non-player characters (NPCs). While there is no specific "diplomacy check" in 5e, players can attempt to influence NPC attitudes through persuasion, deception, or intimidation checks. These skills are based on a character's Charisma attribute and can be enhanced through various means, such as racial bonuses, feats, and skill proficiencies.
For example, a half-elf character in a big city with a castle may have a +2 racial bonus on diplomacy checks. Additionally, if they possess the Negotiator feat, they gain a further +2 bonus. High persuasion and diplomacy skills can open up a range of role-playing opportunities, such as gaining the favour of nobles or members of the king's court, selling your party's services to a noble, or even attempting to convince someone that the sky is red.
However, it's important to remember that high rolls or bonuses do not guarantee success in all situations. Some requests or attempts at persuasion may be inherently unreasonable, such as trying to convince a king to give up his throne. In such cases, players may need to adopt alternative strategies or seek more realistic outcomes, like gaining favour with the king's daughter or offering their services to a noble facing a particular problem.
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Frequently asked questions
Persuasion diplomacy is a mechanic in 5e that allows players to influence non-player characters (NPCs) and other players through social interaction and skill checks. It is a way to resolve conflicts and gather information without resorting to combat or violence.
Persuasion diplomacy involves making skill checks, such as Charisma (Persuasion) or Charisma (Deception) checks, to attempt to change the attitude of an NPC or another player. The player making the persuasion check may need to spend at least a minute interacting or talking with the target to gradually shift their attitude or coax them into taking a specific action.
Persuasion diplomacy can be used to gather information, improve relationships, and avoid combat. It allows players to influence NPCs and other players, potentially changing their attitudes and actions without resorting to violence. Persuasion diplomacy can also be used to make requests or negotiate, with the winner of opposed Diplomacy checks gaining an advantage.
To make a persuasion diplomacy check, describe your character's actions and interactions with the target. The Dungeon Master (DM) will then determine the appropriate skill check, such as Persuasion, Deception, or Intimidation, based on the context and the intent of the interaction. The player then rolls the chosen skill check, and the DM determines the outcome based on the roll and the circumstances.

























