ishmaeltheforsaken wrote...
Good post.
Each "talk point" is a roll for either Diplomacy, Bluff, or Intimidate. The DC for each is pre-determined based on such considerations as the personality of the NPC and the actual content of the persuade choice.
How about some dynamism to the personality of the NPCs? As the NPC develops a liking/disliking for the PC (based on previous successes at persuade, or via gifts, and so on), the ability of the PC to persuade that NPC increases/decreases.
The PC gets a bonus based on her "dominant tone." An aggressive PC gets a bonus to Intimidate, for example. Perhaps the PC gets a larger bonus distributed among the three based on how often she uses each tone; this allows for a PC who's often diplomatic, but can get mean if she has to, and offers a smaller bonus to her based on that.
This sounds good, actually.
Also there could be the concept of not everyone being able to be persuaded or intimidated simply based on the PCs ability to do so, no matter how high the persuade/intimidate score. One'd need to carefully evaluate the NPC to understand what conversation choices need to be made to succeed in bringing about a desired outcome.
There should be a "general" talent tree open to all classes that includes what used to be skills. It could include talents like "Compulsive Liar," which could grant the full bonus to Bluff regardless of "dominant tone," for example.
I'd rather prefer it to happen fully via conversations/interactions with NPCs. It's just a personal choice.
Keep in mind that I'm totally pulling the DCs out of thin air, and the d20 roll is just out of habit: it could be a percent chance or anything. What's important is that there's a random element to it: my aggressive personality makes it easier for me to be intimidating, but there's still a chance at failure. You can fail a combat challenge because of bad dice. Why shouldn't you be able to fail a speech challenge?
Well, the situations aren't the same. For instance, why would you need to really have a random element to decide persuade/intimidate, other than the fact that it is also there for combat? In combat, as I develop my skills, my chance to miss goes down. That sounds logical. But, for converations, are you suggesting you'd like to include something like a "mood" to the NPCs, which can vary (randomly or based on experiences the NPCs might have had, which the PC isn't aware of) and decide how he/she perceives your attempts to smooth-talk or intimidate him/her? Also, I suppose, a very "ideal" system is in place in the games, one where the characters have perfect memory of each and every thing you did (the unchanging underlying numbers ensure this). So randomness might actually help in making it more real. But I'm not sure what your intentions behind this were, other than what you said.
Also how would introducing such realism (if I can call it that) into games really help? Everything, I mean the set of all "talk points," is bounded (not infinite). So ultimately one'd get to know all the permutations and combinations associated with it. By doing this, would it help in enhancing replay value?
Looking at some poster comments below (I read only a few initial ones), I suppose the element of randomness could be made an option, thus giving each gamer what he/she wants. I also like the suggestion of some to be able to read body language of NPCs to see how they react to conversation choices; although if one'd add the element of subtelty to this (when some NPCs might not wish to show how they feel), it'd also make it more interesting.
And, finally, would it help to have "gameplay difficulty" applied to conversations, where the chance (or bonus) to persuade or intimidate (statically) either goes either up or down. This would be apart from the difficulty currently applied to combat alone (I think). That way, those who purely want to roleplay could set this to "easy" and get what they want.