Persuasion
Rich Berlew's Write-up on persuasion
Prersuasion can be hard to adjucate, so here is the simple system that I will be using to determine DC's for bartering and persuading NPC's
Diplomacy
Base DC:
The base DC is equal to 10+will save of the creature in the group with the highest will save, or, the base level DC of the highest level creature in the group.
Modifiers:
There are 3 sets of modifiers that adjust the DC up or down from the base DC
Attitude
It's easier to persuade someone who likes you, and harder to convince someone who dislikes you
| Attitude | Adjustment |
| Nemesis | +10 |
| Personal Foe | +7 |
| Enemy | +5 |
| Acquaintance, negative | +2 |
| Neutral, just met | +0 |
| Acquaintance, positive | -2 |
| Ally | -5 |
| Friend | -7 |
| Intimate | -10 |
Risk vs Reward
Part of persuasion sf making deals, you are asking something of them, what are you offering for it? Not everyone responds to the same offers, a local guard may be easily persuaded by coin, while a heroic champion would respond better hearing how this will serve the greater good
| Risk Judgement | Adjustment |
| Terrible | -10 |
| Unfavorable | -5 |
| Neutral | +0 |
| Favorable | +5 |
| Fantastic | +10 |
Situational
Situational modifiers are rare, and typically apply to things such as not sharing a common language, bartering over a distance via a third party, and other things that would simply make communication difficult. This does not include things like "the target is wary"
Influencing groups