I'm having a beef with my GM regarding various uses of diplomacy, and charisma based skill in general, because he thinks that they will unbalance the game.
In this topic I posted an example of such a strong use of Diplomacy.
Long story short: in a week of daily encounters a character (level 9) can sweet talk a wizard into selling a 2k gp worth item for the cost of the raw materials.
Opinions on whether this would be legit vary, but what is unanimous is:"At my table, I won't allow it."
Is that really that strong it should not be discouraged but straight forbidden?
I gave it a thought from a different angle.
Angle 1
Could a Rouge (level 9), specialized in burglary, break into a wizard (level 5) shop and steal what he wishes?
I haven't run the numbers but if I were a 5th level PC wizard, and the master threw at me a ninth level rouge sent by some bad guy to steal my belongings, I reckon my chances look pretty dim. By analogy, in a night work, the rouge PC can have a 100% discount on everything he manages to throw in his bag of holding.
Angle 2
What about a wizard: can he, through charms, illusions, suggestions, do the same?
There are probably a dozen ways.
So, with some preparation and the right tools, or the cover of the night you can, in a few hours, get 100% discount on everything, against the 50% on a single item, and a week dedication using diplomacy.
Still diplomacy is seen as too strong.
Angle 3
Would it be possible, in real life, to do something similar?
Most of the famous and rich people are charismatic types that get things the way they want, and they don't hat the +20 Diplomacy some PCs can muster.
And what about conmen? Have you ever heard of Frank Abagnale, Charles Ponzi, Joseph Weil, Victor Lustig? Just to name a few. They were artists, they didn't just made a living with other people money, but a great one too.
People who can sell 200 stores skyscrapers that they don't own, real estate that don't exist. Without magic, in full daylight. Damn, there is who sold the Eiffel Tower! Twice!
Playing a conman would be so interesting and can add new interesting aspects to the game.
And how would a hustle work? Well, I would say that, over a certain amount of time, the character must succeed in a series of diplomacy and bluff checks. Wait! That is just the procedure proposed in the post linked above, and if you are saying: "mmm, not convinced" instead of "no way!" is because I just presented it in a different way. Presentation might not be everything, but is a lot. : )
So, if it is not as powerful, and impossible, why the hostility?
I see two reasons for this.
First one is that charisma and diplomacy work in a way we don't perceive directly. We are not aware of how much they influence our lives, so we deem such exploit as unreasonable. For example, there are people that are able to influence others to do what they want, and they get even thanked for it. Or, we always think how much money is the big, tough football player making for his skills and sweat, and we don't realize that the men managing the advertising in the stadium is doing tenfold the money just with phone calls from his comfortable couch.
Is funny how magic works with the clockwork precision of math, and the scientific proved power of nonverbal language, influence and charisma can't be expressed in a couple of tables : )
The second reason I see is a "laziness" problem. All in all, the game is about math. A +1 BAB bonus get nullified by a consequent +1 AC from the opponent. No matter how much damage the barbarian can deal, the combat can always be interesting if the GM puts the monster on steroids.
For angle 1 and 2 above, a GM just needs to place better traps or alarm systems to discourage the procedure. But with diplomacy he can't, the DCs are fixed, and no matter the level of the victim, a good diplomacy skill will get through. At this point the GM feels powerless, the player is basically saying that he can have what he wants, without failure, no matter what, a few exploits and the game would spiral out of control.
So the first GM's reaction is "NO!" After all he has godlike powers, and he can do that, but that in storytelling and game design would be accounted as laziness.
Forceful imposed bar is not his only option. The alternatives are not straightforward as adding a +1 BAB, and would require some thinking, but could open new plot hooks and stories never investigated. A character (and a player) should learn that abusing his power can lead to heavy consequences. What if the wizard you robbed goes bankrupt and has to turn to the dark side to survive? And starts helping a bad guy to kill people? Is not just the old story about stopping a bad guy, the character is morally responsible for each of the death caused.
Hustle and Leverage are just two example that show that there is enough material on the subject to tell more than just a few stories.
I know the post will probably stir already debated topics, and I'm sure lot of people will say that I'm just trying to power-play a character. I just hope to hear a few siding with me, a couple of GMs that will say they get excited, not bothered, if a character/player finds new exploit that subvert the game, and challenge the GM for once, instead of him always challenging them.