JimTheDinosaur said:
Did you end up doing this? Because I think it's a great idea and would like to try and implement it in the regular game at some point in the future.
Yeah, Timeslip enabled the editing of skill formulas, so I renamed Speech to Persuasion and remade Gambling into Deception (4xCH + LU IIRC), and replaced Speech checks with Deception checks where applicable. All gambling is now handled with either Luck alone or a mix of Luck and Deception (depending on whether you play a regular game or if you play dirty). I haven't tested it much though.
I just don't like the idea of speech and deception being "partner skills". In my view, speech should become the ability to reasonably argue your case, while deception becomes the ability to, well, deceive and recognize the deception of others.
I've finally decided against making them partner skills. But usually, to win your diplomacy challenges, you need to have good Persuasion (Speech), good Deception and good Barter. If you fail in one check, you might only get half the benefits or none at all (something along the lines of what Lexx suggested a couple of posts back).
Speech: mostly for deceiving and charming.
Intelligence: Making a carefully argued case/saying something bright.
With deception added, we can remove intelligence from speech checks altogether because (a) intelligence is already overpowered, and (b) why should every intelligent character be a brilliant conversationalist - what happened to the introverted genius? So I would change it to this:
Speech: Making a carefully argued case.
Deception: Deceive, and recognize deception (you really should be able to see through Jo's transparent lie that he can offer you the GECK)
Charisma: charm (charisma should play a lot bigger role in conversations)
We follow a slightly different philosophy at Mutants Rising. MR doesn't have the Deception skill, we left Gambling as it was originally, but our diplomatic options are split into several skills and attributes:
Speech: Flamboyant display of eloquence to impress your interlocutor, deceiving or making carefully argued cases that don't require much extracurricular knowledge. For cases where you need to talk in-depth about science (various domains), we use Science, Doctor, Repair and even Outdoorsman.
Examples:
#1
NPC: Why should I give you this uber-epic weapon?
PC: So I can smite thy enemies with radioactive fire, and whisper your name in their ears, as they face their hour of demise, gushing blood and spilling intestines on the ground.
NPC: Wow! Ok!
#2
NPC: Hey, aren't you that one dude who killed our boss?
PC: Me? You're joking, right? That guy fled into the desert when he learned we were coming for him. He only had his blue pyjamas on. I bet he's vulture food by now.
NPC: Serves him right.
#3
NPC: You were to bring me guns in a given time and I don't care if the merchant you were supposed to get them from is dead or not.
PC: Mr. X, you are a wise and fair leader and I understand that you are upset about the delays, but surely you agree that the untimely death of the merchant is a serious setback and I cannot possibly see the deal to conclusion within the previously agreed timeframe, since it didn't account for looking for another dealer, did it?
NPC: Well, I guess there's some merit to what you're saying. Okay, you've got four more weeks. And not a minute longer!
Barter is used for haggling and all kinds of negotiations.
Example:
NPC: You were to bring me guns in a given time and I don't care if the merchant you were supposed to get them from is dead or not.
PC: Look, I understand you're pissed, but you need those guns, right? You can either give me 4 weeks extra, or you can fire me, spend two weeks looking for another merc, then wait for another 8 weeks until he manages to reach a supplier and make the transaction. The choice is yours.
NPC: [Twitches uncomfortably] Okay, you've got four more weeks.
PC: And a 50% raise.
NPC: What?! That's out of the question!
PC: Four against ten, remember?
NPC: [Looks at you with disgust] Twenty five percent. And don't push it.
PC: Fine. See you later.
Intelligence is used when a dialogue option involves understanding how something works, or connecting two or more facts/events.
Example:
PC: Is it true that a secret military installation is located nearby?
NPC: I don't know nothing about no underground bunker!
PC: I didn't say it was underground. So, what do you know about it?
NPC: *sigh* Fine, I'll tell you.
Perception is a prerequisite for noticing other people's emotions, hear them mumbling under their noses and recognise deception.
Example:
NPC: Sure, I can patch your friend right here. I'm *such* a good doctor! [You notice he is sweating profusely]
PC: Are you sure? You're extremely fidgety for an experienced surgeon. Doesn't that affect your precision?
NPC: Okay, fine, I'm not a surgeon. I just need the cash.
Charisma is used when you want to impress people with your charm, or intimidate them (in the latter case, we also use Strength or traits such as Bruiser, or karma titles, such as Champion or Berserker). It doesn't require much eloquence, in fact, most of our Charisma options are phrased rather plainly.
Examples:
#1
NPC: Why should I give you this uber-epic weapon?
PC: Because I'm such a nice and trustworthy guy [Give her your best smile]
NPC: Well, OK!
#2
NPC: Give me all your money.
PC: [Give him a killer look instead]
NPC: [Shivers] On second thought, keep'em.
Depending on the intended difficulty of a diplomatic challenge, you need to use more or fewer skills/attributes to succeed. For instance, you may be tested for Barter, Speech and Charisma, all in one conversation. Alternatively, you may be tested several times for one skill, but the difficulty is higher each time. This happens for example in one of the quests where you have a hostage situation, and you have to stall for time, until snipers get in position and take out the baddies. You may also have a couple of possible ways of succeeding. As seen in one of the above examples, you can get out of a sticky situation with either Speech or Barter.