|Rogue Eidolon Designer|
Kurald Galain wrote:BigNorseWolf wrote:Its seems like too small of a bonus. Unless your 5 charisma dwarf can't even make the check on a 20, (The odds of making the check X the odds that the diplomancer needs exactly a +2 bonus to make their check) were less than 1/20 chance you had of just making the check yourself.This is only the case if there's no penalty for failure. And in terms of diplomacy, offending the person you're speaking with is not usually a good idea.
Failing by 5 meant you could not influence the same NPC with the same skill for the rest of the game. Failing by 10 meant you couldn't influence that NPC with any skill. Succeeding by 5+ gives a free discovery, succeeding by 10+ counts as two successes.
Making a discovery check to give your best influencer a situational +4 can often give a better chance of getting an extra success via succeeding by 10+ then your chances of getting a success on your own. At least early in the scenario. Totally depends on the situational math.
Agreed; discoveries didn't used to be as effective in some of the earlier influence scenarios, but in the UI version, they've become a strong early-game tactic. Heck, discovery of influence checks might even be giving effective bonuses of +10 (or more, if you have a character better at the easiest influence skill than they are at Diplomacy) due to the lower DC, which means if you would have succeeded without the discovery, you're guaranteed to get two successes with the discovery, causing it to pay for itself.