Yeah, especially as I play Black Templars. They take the Imperial xenophobia and dial it up a notch or two.(like being able to be a member of the crew and be a xenos, Arctic Fox, you know how crazy this concept is in WH40K).
I beg to differ.3.5 is perfect for me. It may not simulate total realism but it's so fun and easy to grasp. There is no aspect in which the earlier D&D systems are better.
It also depends on the GM as well. You could have an epic diplomacy roll and the NPC still hates you because that's the truth. For instance, you kill someones dog, they come out and yell at you. You roll a godly diplomacy roll like 30+. That guy still hates you because regardless of what you have to say, you still killed his dog. As a DM, I see rolls as factors to consider in regard to a situation. That doesn't mean the character will get what he wants. That's my biggest problem with Munchkins who abuse their abilities. They think because the rules are with them that the game is theirs to run. I beg to differ.Hey not a reflection on your DMming at all I made my opinion of 3.x known in the beginning of this thing.
I'll give an example though, of the difference between 3.x and 1st/2nd:
When the party first encountered the gnomes, Guy rolled a Diplomacy check to determine how well his efforts to convince them to stand down would be. He rolled pretty well, and as a result it probably didn't mater a whole lot exactly what Guy said, it would have gone over well because he rolled high on his Diplomacy check. So long as I, as the controlling player, didn't say something overtly stupid that would force the DM to disregard the high Diplomacy roll, success was assured.
If this had been a 1st Edition game, Guy's Charisma would have affected an initial reaction from the Gnomes. (In 1st Edition Paladins are required to have a minimum of a 17 Charisma partly for this reason.) Once the initial reaction was determined, it would be up to me as Guy's controlling player to roleplay the encounter out. So if the reaction adjustment was bad, I'd have a pretty challenging time of convincing the Gnomes not to attack. If the roll went well, It would be easier, but no matter what, it would still be up to the player to roleplay the encounter. Even a good reaction check could have resulted in a disaster if the player acts stupidly.
I see what you're saying about the diplomacy thing. I don't think roleplaying encounters should boil down to a dice role. However, I don't think the 3.x rules necessarily force that. The diplomacy skill affects the attitude of an NPC, so a DM can interpret that as having the same effect as a charisma role in 1st or 2nd.
Things like "Paladins must have a charisma of at least 17" are much bigger problems for me. 3.x lets you make whatever kind of character you want.
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