
Diplomacy is a tricky area in D&D, as it involves influencing NPC motivations, which may be influenced by unknown plot elements. While some argue that the DM should decide when to use diplomacy, as they have a better understanding of the NPCs' motivations, others believe that players should be given the freedom to decide how to use their characters' skills, including diplomacy. Ultimately, the decision of when to use diplomacy falls to the DM, who must balance the story's progression with player agency.
| Characteristics | Values |
|---|---|
| DM's role | Decides which skill roll best fits the situation and calls for the roll |
| Player's role | Tries to persuade the NPC and then the DM asks them to roll persuasion |
| DM's discretion | DM decides when to use diplomacy, especially when the outcome is uncertain |
| Diplomacy checks | Used to change the attitudes of others (non-player characters) |
| Diplomacy successes | Buys the PCs more time where the NPC will talk to them |
| Diplomacy in RAW | Leaves much to be desired |
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What You'll Learn

Diplomacy as a mechanical skill
Diplomacy is a mechanical skill in the game, and as such, it should be treated as one. It is a viable way to overcome obstacles and resolve conflicts, regardless of the player's role-playing ability. It can be used to change the attitudes of others (non-player characters) with a successful Diplomacy check. In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage.
However, the use of Diplomacy as a skill can be tricky. There are a lot of things that players might not know about influencing an NPC's motivations. There could be elements of the plot that would prevent an NPC from ever agreeing to a suggestion made by a player, and since the DM knows that, they have the authority to decide that a diplomacy check falls into the Impossible category. The DM can also decide that a Diplomacy check is unnecessary, for example, if a shopkeeper is simply glad to see customers walk into their shop.
The DM decides which of the six abilities is relevant to the task at hand and the difficulty of the check. In 5e, the DM has more power to choose how to handle these situations, such as deciding on a miscellaneous Charisma check or an unusual combination of Ability and Skill. The player describes their character's actions, and the DM decides if a roll is necessary and, if so, which skill is being used. The DM can also decide that a Diplomacy check is not possible, for example, if there are plot elements in play that would prevent an NPC from ever agreeing to a certain course of action.
While Diplomacy is a mechanical skill, it is also an area where player ingenuity comes into play. A player with a silver-tongued character should be able to use their Diplomacy skill to influence NPCs, but it is up to the DM to decide how much influence the player has and whether a roll is necessary.
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DM's role in adjudicating skill rolls
The role of the Dungeon Master (DM) in tabletop role-playing games like Dungeons & Dragons (D&D) is complex and multifaceted. One of their key responsibilities is adjudicating skill rolls, which involves interpreting the outcomes of dice rolls and determining their effects on the game world. Here are some insights into a DM's role in adjudicating skill rolls:
Setting the Stage:
The DM describes the environment and sets the stage for player actions. This includes providing details about the surroundings, non-player characters (NPCs), and any relevant challenges or obstacles. Based on this information, players decide on their desired course of action, which may include skill checks.
Interpreting Rolls:
When players attempt skill checks, the DM interprets the results of their dice rolls. In some game editions, players make their own rolls, while in others, the DM may make the rolls to prevent players from knowing the exact outcome. The DM determines whether the roll is a success or failure and narrates the consequences accordingly.
Managing Information:
The DM manages the flow of information in the game. They decide what players perceive and understand about the world and the NPCs they encounter. This includes providing descriptions, hints, and insights that shape the players' decisions and interactions.
Assessing Player Actions:
The DM assesses the appropriateness and potential consequences of player actions. If a player attempts an action that has no meaningful consequence for failure or is trivially easy/impossible, the DM may forgo an ability check and simply narrate the outcome. On the other hand, if the outcome is uncertain or failure has significant consequences, the DM calls for a skill check.
Adjusting Difficulty:
The DM sets the difficulty level for skill checks. They determine the DC (Difficulty Class) or target number that players must meet or exceed with their rolls. This can vary depending on the complexity of the task, the players' abilities, and the specific circumstances.
Adding Nuance:
The DM can add nuance to the outcomes of skill checks. Instead of a binary success or failure, they can introduce degrees of success or failure. For example, a high roll on a successful Intelligence (Investigation) check might reveal additional clues, while a low roll on a failed attempt to pick a lock might result in broken tools.
Handling Diplomacy:
Diplomacy is a tricky skill for DMs to adjudicate. It involves influencing NPC attitudes and can be used in negotiations or interactions with NPCs. The DM decides when diplomacy checks are appropriate and determines the NPCs' reactions based on the roll results. However, some DMs may choose to forgo diplomacy checks for certain NPCs with established backgrounds, morals, or plot-related motivations.
In conclusion, the DM's role in adjudicating skill rolls is crucial to the flow and enjoyment of the game. They interpret rolls, manage information, assess player actions, set difficulties, and add nuance to outcomes. By effectively adjudicating skill rolls, the DM ensures that player choices matter and that their actions have consequences in the game world.
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NPCs and their susceptibility to player persuasion
Diplomacy is a tricky area in D&D, as it involves influencing NPC motivations, which may be influenced by elements of the plot that the players are not aware of. Ultimately, it is the DM's decision to call for a diplomacy check, and they have the authority to decide that a diplomacy check falls into the "Impossible" category.
Some DMs may be reluctant to allow players to use diplomacy on their NPCs, especially if they have put a lot of work into creating detailed backstories and motivations for these characters. In these cases, it is important for the DM to communicate the boundaries of what is possible in terms of player persuasion. A shopkeeper with only a physical appearance and a general personality archetype can be swayed more easily than an NPC with rigid, written-down morals.
However, it is important to remember that all characters played by the DM, even unique and fleshed-out ones, are considered NPCs. As such, players should be allowed to make diplomacy checks and attempt to persuade these characters, even if the DM feels that their arguments are not good enough. The DM can then decide on an appropriate skill roll for the situation and call for the roll, with the outcome determined by the dice.
Additionally, the DM should be mindful of the players' abilities and skills when calling for diplomacy checks. For example, a player with a silver-tongued devil character should be allowed to use their diplomacy skill to overcome obstacles and resolve conflicts, regardless of their own role-playing ability. The same goes for players who are not charismatic in real life but want to play a persuasive character in the game.
In conclusion, while the DM has the final say on whether diplomacy checks are allowed and which route to take, they should be open to player attempts at persuasion and be willing to adjust the rules accordingly. Diplomacy should be treated as a mechanical skill in the game, and players should be rewarded for thinking outside the box, as long as it makes sense within the context of the game.
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Player agency and the impact of dice rolls
The role of dice rolls in tabletop role-playing games like D&D is a contentious issue, with some players and DMs preferring a more theatrical, role-playing-focused style of play, and others preferring a more mechanical, game-focused style. Dice rolls can be used to introduce an element of randomness and unpredictability into the game, allowing players to attempt actions that they might not otherwise be able to do, and adding an extra layer of strategy and decision-making.
However, some players and DMs feel that dice rolls, especially those related to social skills like diplomacy and persuasion, can sometimes get in the way of the story and limit player agency. For example, a player with a high diplomacy skill might be able to use their silver tongue to talk their way out of any situation, regardless of the circumstances or the NPCs involved. This can lead to unrealistic outcomes, such as a shopkeeper suddenly agreeing to sell their goods at a huge discount, or an NPC agreeing to join the party on a dangerous quest despite having no apparent motivation to do so.
On the other hand, dice rolls can also be used to enhance player agency and immersion in the game world. For example, a player might use a dice roll to determine the success or failure of a risky action, such as attempting to convince a king to grant them a favour. In this case, the dice roll adds an element of suspense and excitement to the game, and the player must weigh the potential rewards against the risk of failure.
Ultimately, the decision of when to use dice rolls, and how much impact they have on the game, is up to the DM. A good DM will take into account the preferences and playstyle of their players, and adjust the rules accordingly. For example, if players want more agency and flexibility in social interactions, the DM might allow them to make persuasion or diplomacy checks without requiring a dice roll, or give them the option to describe their character's actions in more detail to influence the outcome.
However, there are also times when the DM may need to restrict player agency for the sake of the story or gameplay. For example, if a player attempts an action that is impossible or highly unlikely to succeed, the DM may decide that a dice roll is not necessary, or that the roll will only determine the degree of failure rather than the outcome itself. In this way, the DM can use dice rolls to guide the players towards certain outcomes or story beats while still allowing for flexibility and player agency.
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Adjusting rules for different editions of D&D
The basic rules across different editions of Dungeons & Dragons (D&D) are fundamentally the same, with differences in balancing. Adjusting rules for different editions of D&D may involve the following considerations:
Rules Balance
The Pathfinder Roleplaying Game, first published in 2009, is intended to be backward compatible with D&D v.3.5 while adjusting some rules balance. For example, the amount of XP needed to level up in Advanced Dungeons and Dragons changed based on the class in question. A Magic-User needed 2,500 experience to advance from level one to level two, while a Thief only needed 1,250. This led to an unbalanced feel, with certain classes gaining new abilities much faster than others.
Character Creation
The fourth edition of D&D introduced a system where characters at the 11th level choose a "paragon path", a specialty based on their class, which defines some of their new powers up to the 20th level. At level 21, an "epic destiny" is chosen in a similar manner. Core rules extend to level 30 rather than level 20, bringing "epic level" play into the core rules.
Spells and Abilities
Each new edition of D&D introduces new spells and feats while making changes to existing ones or removing them altogether. For example, the fourth edition saw changes in spells and other per-encounter resourcing, giving all classes a similar number of at-will, per-encounter, and per-day powers.
Scope of the Game
Older editions of D&D had a narrower scope, often assuming adventurers were primarily motivated by profit and taking on risks for monetary rewards. Modern editions, on the other hand, employ milestone-based advancement systems that encompass more types of character motivations and campaign styles.
Racial Restrictions
In the fourth edition, every character began each adventuring day with an Action Point and gained a new one every other encounter. This allowed for more dynamic and explosive turns in combat. Additionally, previous editions had restrictions on certain races being limited to specific classes, limiting character creation and worldbuilding possibilities.
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Frequently asked questions
The Dungeon Master (DM) decides the difficulty of a Diplomacy check and when to use it. They also set the target's general attitude and conditional modifiers. Diplomacy is usually used in skill challenges that require multiple successes, but the DM might call for a Diplomacy check in other situations.
Yes, players can abuse diplomacy. Diplomacy is a tricky area because there are a lot of things that players might not know about influencing an NPC's motivations. There could be elements of the plot in play that would prevent an NPC from ever agreeing to a suggestion, and since the DM knows that, they have the authority to decide that a diplomacy check falls into the Impossible category.
A player can improve their diplomacy skills by including skills like Streetwise, perception, insight, or various knowledge skills. A player with a high Charisma score and the Negotiator feat will also have a bonus to Diplomacy checks.

























