glomeo |
I've got an unbalanced party of five. We're all somewhat new to d20, and all completely new to Pathfinder RPG. As I had a better idea than most what was coming up, I strongly encouraged the players to select a balanced party, but instead they insisted on Bloodrager, Slayer, Druid, Brawler, Wizard. No one has UMD, Disable, or Diplomacy. Highest CHA is 15.
I advised against this, but everyone wanted to play this way and I wasn't willing to force someone's first experience in the game to be with a character they wouldn't like.
So I'm having a lot of trouble designing a reasonable investigatory phase to each session. A Diplomacy 15 check to press information out of a neutral townsperson is, on average, a fail. Almost any attempt has a 25% chance of making a shopkeeper unfriendly. What are some reasonable alternatives that aren't simply everyone being creepily forthcoming?
I'm thinking maybe I could use Kn:Local for some purposes, like knowing which mercenary company was hired to guard a caravan. Kn:Religion was going to pass for getting info from the local priest. But there are only so many ways I can think of to do this, and they won't work in a lot of situations.
Does anyone have experience with a party of this type? How do I give them any capacity to explore town and learn things for themselves? A writ from the mayor? Conscripting them into the town guard? I also don't want to just railroad them, but may be willing to if no other option is available.
Randarak |
Sometimes, events just happen and the player's end up in the right place at the right time (or wrong). If things are happening in town that they need to find out about, have it happen right in front of them, or even to them.
Examples:
The thieves' guild in town is running amok: Hey! Who took my pouch/weapon/spellbook?!.
Creatures are kidnapping townsfolk and doing awful things to them: Hey, where'd that guy go I was just talking to?
Villain is looking for a special magic item that was stolen from him: Hey, look what I bought from the guy, and it was for practically nothing!
Ectar |
Have an NPC seek them out for a job of sorts. Maybe the NPC needs a rough an tumble group to do some dirty work. Maybe they need to shakedown someone that hasn't been keeping up on their payments.
Alternatively, tone down the requirement of skills a bit. ie: If they're able to eloquently role-play an engaging verbal back and forth, give them a secret, behind the screens, competence bonus on the follow-up d20 roll.
Or maybe don't require a check at all if they put things well and into specifics.
Buy an NPC at a tavern a drink? Lower the diplomacy DC! ^_^
There's lots of things that you have GM fiat to allow to mellow out their lacking skill points, but still make them work a little bit for it.
Lack of a trap disabler can actually be a bit of a fun thing for you as GM. I had a group lacking one once. I actually made more traps than I usually would, but would tone down the lethality of each. The result was that the group was more careful in their movements, but weren't penalized so much if they missed a few traps.
UMD is a great skill to have, but it's rare that it's strictly necessary. However, they will probably need access to a temple frequently for disease or poison removal and healing. Especially at low levels.
Anyhow, that's my 2cp, anyway. Hope it helps ^_^
GM 1990 |
You could always work the information gathering more in roleplaying mode than mechanics mode. that's not saying do away with diplomacy (otherwise why bother investing in it). But your example of mercenary guild, it could be somewhat common knowledge who escorted a specific caravan or they could learn of a symbol being worn/uniform and then work around town to ask about it. if its something people would know, why wouldn't they share that information. Again, I wouldn't make them check diplomacy just to talk with villagers and ask questions. If the village perceives they're there to help, no reason to make them pass diplomacy to get an answer that the NPC knows. That being said, if the group is taking a mechanical and out of character approach "I just ask around town - do I learn anything?", then Diplomacy as a short-cut to role-playing is going to hurt them. But unless the character with "low" CHA is blowing up the conversations by saying all the wrong things and upsetting NPCs, I rarely make my PCs do checks if they ask the right questions.
Regards the disable and UMD skills - I typically go "light" on traps/locked doors if the group doesn't have a rogue, and heavier if they do. For that matter - knowing what each PC is good at or what their player likes should come into play a little during encounter and story-arc design. Engage the skills, specialties, and likes that they do have for the most part, sparingly toss stuff at them that they have 0 chance to overcome - that's not fun for anyone. A locked door can be bashed down, with consequences, a rare trap that blasts everyone with fire-damage now and then keeps them on their toes, but don't lock and trap every door/chest just to make a point that someone should have picked Rogue.
Main point is players have fun in theory because they picked a class/concept they want to play. As GM you control what they interact with, and together tell the story. This might be more difficult if you're running APs rather than homebrew, but unless its PFS you have full power as GM to modify and tweak the APs to fit your group too.
Edit: Also if everyone is pretty new to PF, then adjusting skills, feats, and even attribute score placement for the first couple levels is not a bad idea. Sometimes you don't realize until you've playtested concepts a while that it wasn't the best idea mechanically. Its your groups game, and you're all there to have fun - the rules provide a format but outside of organized play house-rule and don't let the rules/mechanics ruin your fun. IE" Rule of Fun or Rule of Cool - can trump "Rules As Written"...and should IMO.
glomeo |
In the first scenario I ran, the druid used Speak with Animals to attempt to figure out who a Goblin Dog was working for.
They debated, for five minutes, the merits of attempting to help a bugbear escape from captivity in hope that he might become their ally. A bugbear.
They used intimidate on the villain who didn't speak Common. I even let this work - I had wanted the villain to become one of their hirable NPCs anyway, so he was always going to give in to them after a few rounds.
In short, they're the type of players who don't simply want to beat up skeletons. I just don't know how to design checks for them that they can actually employ.
Ninja'd by lots of you; thanks all.
Dave Justus |
First of all, I don't think you need a diplomacy skill check for every interaction. If someone is going into a shop to buy an apple, there is no reason to roll to see if the shopkeeper develops an irrational hatred of the customer. For the most part, even if a shopkeeper finds someone distasteful, they still sell them what they want.
If they try to bargain or something they might get little traction, but just going for general interaction, don't worry about it too much.
To an extent I think you should adjust the game for the party. This group isn't going to be called upon by someone who desires a subtle investigating team to ferret out information, those jobs are going to go to someone else. This team is probably a blunt instrument, and will be used as such.
At the same time, I also think that having a hole in your parties capabilities should hurt at times. Disable Device is a good example of this. Some advocate that if your party doesn't have disable device they shouldn't encounter traps. I think that is unfair. For one thing, from a meta perspective it means if a player decides to make a character with disable device, they are actually making the party more vulnerable to traps, rather then protecting them from them, since by having the skill it means they will encounter them, when otherwise they wouldn't.
For this party, I would hit them with the occasional trap, I would have them sometimes really wish they could make a friend and not be able to, or be betrayed by someone. UMD has simply built in consequences of not being able to activate some items, with a Wizard and a Druid in the party, they probably don't really need it too much.
Basically, tailor the adventures to the kinds of things this group would want to get involved with, but at the same time, make the occasional consequence of not having things matter, or require some other work around.
Saldiven |
So I'm having a lot of trouble designing a reasonable investigatory phase to each session. A Diplomacy 15 check to press information out of a neutral townsperson is, on average, a fail. Almost any attempt has a 25% chance of making a shopkeeper unfriendly. What are some reasonable alternatives that aren't simply everyone being creepily forthcoming?
Bluff or Intimidate could also be used to get information out of someone, not just Diplomacy. If they have those skills, they can try them. Of course, there are potential ramifications to that avenue, but the information can still be gained. If nobody in the party has any social skills, then that is a potential issue, but not insurmountable. They can instead gather information with knowledge skill usage or straight role playing it out with the GM.
And, unless the party is trying to work a deal or something, I can't think of any reason to have a Diplomacy check with a shopkeeper in the first place. The shopkeeper is going to have his initial attitude towards the party (probably almost always as Indifferent). When they walk in and say, "Hey, I wanna buy that cool magic bow," the GM's response shouldn't be, "Ok, roll Diplomacy." The shopkeeper wants to sell those items, so the party isn't trying to change the shopkeeper's attitude or get him to do something he wouldn't normally do by asking to buy it. The only reason to ask for a Diplomacy check would be if the party were trying to haggle on prices.
For more specific information on how to design stuff, what skills does the party actually have? Knowing that would allow us to give you better pointers.
GM 1990 |
Dave Justus makes a good observation.
Since they have a full caster divine and full caster arcane - there aren't too many wands/scrolls that they would even need UMD for since one of those 2 PCs would have the spell on their caster list and could thus use the wand w/o a UMD check.
I agree with his assessment that there should be a little in character consequence for ignoring 1 of the "big 4" classes, just be cautious that they don't feel its a punishment since you warned them. A couple acid-arrow traps in the face, and perhaps at least the group may decide a hireling rogue is worth tagging along.
I wasn't sure what you meant by " they're the type of players who don't simply want to beat up skeletons".
glomeo |
And, unless the party is trying to work a deal or something, I can't think of any reason to have a Diplomacy check with a shopkeeper in the first place. The shopkeeper is going to have his initial attitude towards the party (probably almost always as Indifferent). When they walk in and say, "Hey, I wanna buy that cool magic bow," the GM's response shouldn't be, "Ok, roll Diplomacy." The shopkeeper wants to sell those items, so the party isn't trying to change the shopkeeper's attitude or get him to do something he wouldn't normally do by asking to buy it. The only reason to ask for a Diplomacy check would be if the party were trying to haggle on prices.
For more specific information on how to design stuff, what skills does the party actually have? Knowing that would allow us to give you better pointers.
I said they were using Diplomacy at a shop not because they'd be buying something there, but because I'm new to GMing and don't have a deep well of town NPCs to draw upon yet. Most of the NPCs I know anything about so far (this is week 3), I only know because they're shopkeepers, inkeepers, or the Mayor. Hence, if they're asking about rumors in town, they're probably asking one of those people. As I gain more experience I intend for this list to lengthen to include other named and unnamed NPCs, but I haven't had the time to develop that list yet.
Here's the list of skills that might be somehow relevant, possessed by any party member, with only the highest rank listed.
Appraise 8
Disguise 3
Handle Animal 6
Intimidate 7
K: Arcana 8
K: Geography 6
K: History 8
K: Local 5
K: Nature 8
K: Planes 8
K: Religion 6
Linguistics 8
Perception 9
Sense Motive 4
Spellcraft 8
Survival 7
avr |
K Local can be used to gather info in the 'asking around' form, yes. Linguistics may be useful in puzzles or going through documents or records, appraise & the other knowledges may be useful with similar things. Perception is useful for finding and overhearing things.
Despite that I'd see if they're willing to RP with the consequences determined by the exact RP rather than rolls. It seems the best way to cut the knot.
Chess Pwn |
Well, have some friendly people in town.
Having asking about work be a -5 like asking for simple advice or directions.
Make use of the take 10 rule, it would allow that 15 cha person to get at least a 12 all the time.
That makes the check 10+cha, which the 12 should be able to make against most people.
glomeo |
It sounds like the game the players want to play and the game that you want to run might not be the same game.
I wasn't sure what you meant by " they're the type of players who don't simply want to beat up skeletons".
In response to both of these comments;
We're all a bit new to this, and they and I are all feeling out what sorts of interactions are possible and not. Knowing that they mostly picked straightforward beat-em-up characters, I attempted to give them a straightforward beat-em-up dungeon for our second session. They were fighting goblins and related monsters. In every single encounter they attempted to circumvent the combat, by negotiating with creatures that couldn't speak common, animals without meaningful intelligence scores, and an evil monster that enjoys the taste of humanoid flesh.
They didn't want to pick characters that could do that with any meaningful chance of success.
I'm earnestly trying to give the players something they want to play within the confines of the characters they've selected. By way of their actual play, they've communicated that they want to discuss, debate, negotiate and so forth. I consider it my responsibility to give them those opportunities, in ways that aren't setting them up for miserable failure.
412294 |
UMD is nice, but unless you don't have any casters in the party it's far from necessary, it's fun to use as a rogue to play with wands etc but you can easily get through a whole campaign, level 1-20 without using it once. Knowledge (local) can often handle information gathering, you don't need diplomacy to sell things unless you try to haggle, if you need someone to do something intimidate and bluff can work, as can magical persuasion like charm person, a decent sized bribe (decent to the person being bribed, it might not actually be much by the standards of adventurers) or finding a way to do something without their help. As for disable device, pretty much any door can be bypassed using either brute force or a knock spell, for traps you won't want too many but there should be some, if they have good perception they have a decent chance of noticing them, if a trap isn't self resetting then they can trigger it from afar with a summon, lure a monster to it, charm/dominate an enemy and tell them to walk over it, throw a heavy rock at the pressure plate etc., if it resets then they can try to tank it, find an alternate route (ideally longer and harder), try to dispel it magically depending on the exact nature, fly over it, find a way to go through a nearby wall etc. most of these options are more complicated/resource wasting than having a rogue, but they exist and sometimes playing the trap monkey just isn't what you want.
remoh |
The Unchained book had a rule, I liked. It gave every PC 2 extra background skills. These could be used for Craft, Knowledge (a few), Profession, etc. These really help round out characters.
You can find the rules here:
Background skills and expanded uses
No reason, you cannot let your PC have more skills.
GM 1990 |
MeanMutton wrote:It sounds like the game the players want to play and the game that you want to run might not be the same game.GM 1990 wrote:I wasn't sure what you meant by " they're the type of players who don't simply want to beat up skeletons".In response to both of these comments;
We're all a bit new to this, and they and I are all feeling out what sorts of interactions are possible and not. Knowing that they mostly picked straightforward beat-em-up characters, I attempted to give them a straightforward beat-em-up dungeon for our second session. They were fighting goblins and related monsters. In every single encounter they attempted to circumvent the combat, by negotiating with creatures that couldn't speak common, animals without meaningful intelligence scores, and an evil monster that enjoys the taste of humanoid flesh.
They didn't want to pick characters that could do that with any meaningful chance of success.
I'm earnestly trying to give the players something they want to play within the confines of the characters they've selected. By way of their actual play, they've communicated that they want to discuss, debate, negotiate and so forth. I consider it my responsibility to give them those opportunities, in ways that aren't setting them up for miserable failure.
Sounds like if you and they are talking about whats working and what isn't it'll work itself out.
I still ask players after each session if there was something in particular they liked and I consider myself a bit of an old-timer (although only about 1yr of PF), and my son does the same in his campaign (he's a new GM).one thing to realize as a new GM, you only really need a name (Just go to any of the random generators online and grab 10 or so to keep handy), and you can RP any local NPC w/o anything else to start with. If they start asking what they do for a living....just make it up and keep it simple unless its a key NPC. Beyond that the tavern owner, baker, local farmer, blacksmith, guard, etc etc don't need back-stories, familes etc to get started. Although something like tavern/blacksmith where the group will probably go back to again its worth writing down a couple notes after the session for consistency - but main point is you can flesh them out more each time the players interact with them and only as you need them vs trying to make full back story in advance for a bunch of NPCs that they may take months of gaming to meet.
Zedth |
First of all, I don't think you need a diplomacy skill check for every interaction.
This.
As the GM it is your job to determine when a roll is appropriate and when it is not. For typical interactions with townsfolk and diplomacy roll shouldn't come into play. Keep in mind that someone with a 15 Charisma is an extremely charismatic person, well above the average for a typical person. As the GM you can simply acknowledge this and allow most townsfolk to take a friendly attitude with that person. If said townsfolk is angry at the player/group or hostile for some reason, then the diplomacy check would be prudent in order to attempt to "move the needle" so to speak.
Another thing to think about: what if someone in the party had an 18 charisma? This would be a profoundly charismatic person and yet they would only get +2 more on their rolls than a 15 charisma player. +2 is a nice bonus but the swingyness of a d20 means that subjecting players to rolls every time they interact will result in them failing more often than they should.
With a game as complex as Pathfinder it is helpful to learn areas where you can simply RP your way through a situation without subjecting the players to a swingy roll that relies on good fortune.
Just a Mort |
Slayer can pick up trapfinding(via a talent) if he wants to, and there's always destroy the chest with an adamantine weapon to get the stuff inside if the chest is locked. Feel free to declare that some items were damaged/destroyed if players hack open the chest, but not all of them.
They don't really need UMD as they have a full arcane and divine caster.
If the GM wanted me to roll diplo for every interaction with NPCs I made, I'd get irritated. The average commoner doesn't have ranks in diplo. How does he go to the general store to get his farming supplies and sell his produce?
If you do funny, maybe have an eager eyed youngster tag along with highest cha guy like a puppy asking to be his sidekick, saying he wants to be a feature of heroic tales too. Then have him handle the assorted skill checks, but during combat, hide behind the pillar, hide in a sack, etc.
Ectar |
When they try to do something they are totally unable to do, maybe try and make it amusing instead of just telling them they can't do that.
To the point of trying to parley with beings that don't speak common and enjoy the flesh of sentient beings:
PC: "Please, sir. We wish to understand more about you. Shall we cease these flirtations with violence and engage in some cooperative discourse?
GM: "Do you speak gnoll?"
PC: "No."
GM: "Alright, well you got the gnoll's attention, but he seems fixated on you after you said 'discourse'. Turns out that's a very severe insult in gnoll. Roll initiative."
Something. It's very often better to have more going on than just pass/fail when it comes to the social engagements.
Besides, druids can TOTALLY try to influence animals with 0< intelligence. Specifically, as long as they're animals. And even then it's okay to go "The wolves seem conflicted, but they look ravenous, and you look delicious." But, maybe throw them (the PCs) a bone if they happened to roll spectacularly well. 'else it feels like they wasted a good roll on nothing.
QLMMaster |
idk if anyone replied with this (too many responses to sift through) but you could always roll up a dmpc, id reccomend rogue, you have UMD, disable and diplomacy as class skills, and you can get away with 16-18 cha and not be dragging your party back. ik 6 can be hard to manage, but its not that bad once you get used to it.
if your having trouble writing a new character into the plot, just have the rogue show up looking for work.
on the contrary you could find a 6th member and encourage them to play a character who fills the role.
Ascalaphus |
I've got an unbalanced party of five. We're all somewhat new to d20, and all completely new to Pathfinder RPG. As I had a better idea than most what was coming up, I strongly encouraged the players to select a balanced party, but instead they insisted on Bloodrager, Slayer, Druid, Brawler, Wizard. No one has UMD, Disable, or Diplomacy. Highest CHA is 15.
These are all classes that get nice selections of class skills and a fair amount of skill points each level. The players aren't locked to this problem; they could just put in some skill points here and there as they level up, in the skills they've discovered are important to them.
UMD isn't a necessary skill; between a wizard and a druid, you should be able to use 80% of all scrolls/wands you run into. The only important stuff you'd be missing out on is hard-core clerical stuff. So if the party has access to a friendly temple with a cleric that can fix stuff the druid can't do in the field, they'll be fine. (UMD isn't necessary, it's nice. It's extremely valuable if the party is missing a role, but your party could cover a lot without it.)
Disable Device is just one way of overcoming traps and locks. Beating down the door with a hammer or a Knock spell also works, and if you notice a trap (Perception, no special ability required) you can try to find another way around, or hope that it doesn't reset automatically and try throwing a summoned lemming at it. If the players learn from experience that traps are serious ("the tripwire made the alarm go off and alerted all the monsters") maybe the slayer will pick up the Trapfinding talent and actually start covering this role.
Diplomacy can be used untrained. It's basic uses are to get people to like you (which you can also achieve by doing nice stuff for them) or to agree to requests (you can also offer them more in return). So it's very nice to have and certainly something you'll want in the long run, but not a show-ender if you don't have it. If you just keep telling the players "this is his asking price, to haggle him down you'd need a diplomacy check" they can learn that. And Charisma 15 isn't particularly low either. With skill points, this role is within their grasp.
My main advice to you is: tell your players not to plan out their build all the way to level 20. Look ahead a bit, but also be ready to change plans if during the game you discover that you'd really like it if your character was better at something that turns out to be important. You can never know in advance just what exactly you'll need in the campaign in 10 levels, so don't plan your build to tightly that you have no free points to spare.