Mastering Negotiations: A Guide to Role-Playing and DC Rolls in D&D 5e


Scene Setup

Introducing the Characters and Concept

DM: Welcome back, players! Today, you find yourselves in the grand hall of Shavengmi, a bustling hub where trade, politics, and magic intertwine. Our adventure will revolve around high-stakes negotiations and strategic planning. Before diving into the scene, let’s introduce our characters and the core concept of negotiation and DC (Difficulty Class) rolls in D&D 5e.

Explanation of Negotiations and DC Rolls

DM: Negotiations play a crucial role in D&D, especially in a vibrant town like Shavengmi. Your characters will need to use persuasion, deception, or intimidation to achieve their goals. This is where DC rolls come into play.

DC (Difficulty Class):

  • The DC is a number that represents how challenging a task is.
  • To succeed, you roll a d20 (a 20-sided die) and add your character’s relevant modifiers (like Charisma, Intelligence, or Wisdom).
  • If your total meets or exceeds the DC, you succeed. If it’s lower, you fail.

Example of a Negotiation:

  • Lino Nosebeard might try to persuade a merchant by praising Shavengmi’s high-quality silk. The DM sets a DC (e.g., DC 16). Lino rolls a d20, adds his Charisma modifier, and if the total is 16 or higher, he succeeds.

Inspiration:

  • Inspiration allows you to roll an extra d20 and choose the higher roll. You earn it through great role-playing, solving problems creatively, or staying true to your character’s traits and goals.

Scene 1: The Initial Proposal

DM: Our scene begins in the grand hall of Shavengmi. Two noble leaders, Lino Nosebeard and Kirstin Grizzlystrength, are about to discuss a significant trade deal. The hall is adorned with tapestries depicting the town’s history, setting the stage for an intense negotiation.

Alex (Playing Lino Nosebeard):

  • Lino starts by welcoming Kirstin: “Kirstin, Shavengmi values its strong ties with Cursestar. I propose we trade our finest silk and wheat for your amazing spices and citrus.”

Jamie (Playing Kirstin Grizzlystrength):

  • Kirstin responds: “Lino, that sounds good. Let’s talk about the details.”

Player Guidance and Role-Playing

DM: Now, let’s role-play this negotiation. Each of you will present your points and try to convince the other. Remember to stay in character. I’ll assist with any rolls.

Alex (Lino Nosebeard):

  • Lino leans forward: “Kirstin, our silk is not just any silk. It’s made using old techniques, making it both strong and luxurious. Our wheat, grown in Shavengmi, is known for its quality and yield.”

DM: Great. Now let’s make a Persuasion check. The DC for this is 16. Roll a d20 and add your Charisma modifier.

Alex rolls a d20 and adds his Charisma modifier (let’s say he rolls an 18 total).

DM: With a roll of 18, Lino’s words are convincing. Shavengmi’s silk price goes up by 15 GP per unit. You also gain +100 AXP for Charisma.

Jamie (Kirstin Grizzlystrength):

  • Kirstin replies: “Lino, I see the value in your goods. Let’s discuss how our spices and citrus can complement your offerings.”

DM: Jamie, make a Persuasion check. The DC for this is 15. Roll a d20 and add your Charisma modifier.

Jamie rolls a d20 and adds her Charisma modifier (let’s say she rolls a 17 total).

DM: With a roll of 17, Kirstin’s counter is strong. Cursestar’s spices price drops by 10 GP per unit. You also gain +90 AXP for Wisdom.

Taylor (Playing Germana Flintroot)

DM: Taylor, Germana has been watching the negotiation. Would she like to say something or support one of the parties?

Taylor: Germana leans forward: “Both of you make good points. But we should make sure our trade terms are fair for our workers and community. Quality goods deserve a fair exchange, but we must also care for our people.”

DM: Excellent comment, Taylor. Roll a d20 and add your Wisdom modifier for an Insight check. The DC for this is 14.

Taylor rolls a d20 and adds her Wisdom modifier (let’s say she rolls a 13 total).

DM: With a roll of 13, Germana’s comment is wise but not enough to change the negotiation significantly. However, it reminds everyone of the importance of fair trade. You gain +80 AXP for Wisdom.

Scene 2: Counter Proposal

DM: Now that the initial proposals are made, Kirstin decides to counter. Jamie, what would Kirstin like to propose?

Jamie: “Lino, your offer is generous, but I need to ensure our spices and citrus are valued. Let’s talk more about their benefits.”

DM: Make a Persuasion check for this counterproposal. The DC for this is 15. Roll a d20 and add your Charisma modifier.

Jamie rolls a d20 and adds her Charisma modifier (let’s say she rolls a 16 total).

DM: With a roll of 16, Kirstin’s counter is persuasive. Cursestar’s spices price drops by another 10 GP per unit. You gain +90 AXP for Wisdom.

Scene 3: Final Negotiations

DM: Lino, recognizing the value in Kirstin’s points, makes his final arguments.

Alex: “Let’s find a middle ground that benefits both our towns equally. I propose a discount on the first shipment of silk to ensure our partnership starts well.”

DM: Make a Persuasion check for this final offer. The DC for this is 14. Roll a d20 and add your Charisma modifier.

Alex rolls a d20 and adds his Charisma modifier (let’s say he rolls a 12 total).

DM: With a roll of 12, Lino’s final offer isn’t quite convincing enough. But it shows a willingness to compromise. You gain +80 AXP for Charisma.

Scene 4: Agreement Sealing

DM: Kirstin and Lino, after intense negotiation, seal the deal with a firm handshake.

Kirstin: “Lino, I believe we’ve reached a beneficial agreement.”

Lino: “Indeed, Kirstin. May our towns prosper through this partnership.”

DM: Based on the outcomes, adjust the final prices and quantities accordingly. Success in negotiations has resulted in better prices and quantities for both towns, while failures have led to minor adjustments in trade terms.

Encouraging Role-Playing

DM: Remember, exceptional role-playing can earn you inspiration, giving you an advantage in critical moments. Keep acting like your characters, showing their emotions and goals vividly. Let’s continue this negotiation with the same energy and creativity.

Lino: “Kirstin, I understand the value of your spices and citrus. Perhaps we could find a middle ground that benefits both our towns equally.”

Kirstin: “Lino, I appreciate your openness. Let’s explore how we can enhance our partnership for mutual growth.”

Germana: “Agreed. A fair trade strengthens not just our economies but our communities as well.”

DM: Fantastic! Let’s continue this dynamic negotiation, keeping the stakes high and the dialogue engaging.

World Victory Points and Adjustments

DM: As we wrap up this negotiation, let’s review the impacts on world victory points:

Economic Health:

  • Shavengmi’s silk price increases by 15 GP per unit.
  • Cursestar’s spices price decreases by 20 GP per unit.

Diplomatic Relations:

  • Improved relations between Shavengmi and Cursestar, resulting in a stronger trade partnership.

Cultural Development:

  • The focus on fair trade terms and community well-being has strengthened the cultural ties and mutual respect between the towns.

DM: Great job, everyone. These negotiations have set the stage for a prosperous and cooperative future between Shavengmi and Cursestar. Let’s continue to build on these successes in our next session.

Ability Experience Points (AXP)

DM: In Dungeons & Dragons (D&D), your character can level up in many ways. Normally, your character levels up by gaining experience points (XP) from adventures. In this special system, each ability like Strength or Intelligence can level up by itself. Here’s how it works:

  • You start at the minimum AXP level for your rolled attribute, like XP to Lvl.
  • You can earn AXP by doing challenging things that use your abilities:
    • In combat, hitting many enemies gives Strength or Dexterity AXP. Taking repeat damage and surviving gives Constitution AXP. Casting repeated spells under pressure gives Intelligence or Wisdom AXP. Convincing others of difficult things gives Charisma AXP.
    • Doing skill checks, like repeated difficult climbing or sneaking, gives AXP for the ability used.
    • Repeated Appreciated Role-playing your character beyond your current well can earn extra Charisma AXP.
  • The Dungeon Master (DM) decides how much AXP you get. They can also create async challenges that focus on certain abilities. As your abilities level up, you get stronger in those areas. This makes your character unique and more fun to play.

DM: This system helps you build your character’s strengths and weaknesses, making the game more interesting by rewarding creative and smart play. Remember every character is a hero in their own head.

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