I know it's a generally well established house rule, but I would only suggest instead of limiting Diplomacy to NPC interactions, allow it also for PvP interactions as well, not even all of them hostile
I have played many table top games with variant rules on this. The most common form I've used is a five tiered system. When two hostile parties interact, one could essentially talk down a hostile situation to an unfriendly one, or even further. There are many characters who have devoted skill points to Diplomacy, and some who have taken feats for this reason. To me, with a lack of Diplomacy interactions with static NPCs Sundren has (there are a few), it would make sense to not out right ban it for players, but perhaps allow it in some situations.
Now of course, it's not going to talk down someone who is a bounty hunter out for your head, but I have been in several situations where things (and lives) could have been sparred by a check.
The way my PnP DMs, and I did, when I was a DM, according to the Player Handbook for 3.5e was that it was not exclusively used against NPCs. The system I used most often is copied and pasted below, along with the skill description as I have found it.
I submit this for input.
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Initial Attitude New Attitude (DC to achieve) Hostile Unfriendly Indifferent Friendly Helpful Hostile Less than 20 20 25 35 50 Unfriendly Less than 5 5 15 25 40 Indifferent Less than 1 1 15 30 Friendly Less than 1 1 20 Helpful Less than 1 1
Diplomacy (CHA)
(PHB, p. 71, or p. 66 depending on your version)
Description
Use this skill to persuade the chamberlain to let you see the king, to negotiate peace between feuding barbarian tribes, or to convince the ogre mages that have captured you that they should ransom you back to your friends instead of twisting your limbs off one by one. Diplomacy includes etiquette, social grace, tact, subtlety, and a way with words. A skilled character knows the formal and informal rules of conduct, social expectations, proper forms of address, and so on. This skill represents the ability to give others the right impression of oneself, to negotiate effectively, and to influence others.
Check
You can change the attitudes of others with a successful check. (The Dungeon Masters Guide has more information on influencing NPCs.) In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.
I have played many table top games with variant rules on this. The most common form I've used is a five tiered system. When two hostile parties interact, one could essentially talk down a hostile situation to an unfriendly one, or even further. There are many characters who have devoted skill points to Diplomacy, and some who have taken feats for this reason. To me, with a lack of Diplomacy interactions with static NPCs Sundren has (there are a few), it would make sense to not out right ban it for players, but perhaps allow it in some situations.
Now of course, it's not going to talk down someone who is a bounty hunter out for your head, but I have been in several situations where things (and lives) could have been sparred by a check.
The way my PnP DMs, and I did, when I was a DM, according to the Player Handbook for 3.5e was that it was not exclusively used against NPCs. The system I used most often is copied and pasted below, along with the skill description as I have found it.
I submit this for input.
-----------------------------------------------------------------------
Initial Attitude New Attitude (DC to achieve) Hostile Unfriendly Indifferent Friendly Helpful Hostile Less than 20 20 25 35 50 Unfriendly Less than 5 5 15 25 40 Indifferent Less than 1 1 15 30 Friendly Less than 1 1 20 Helpful Less than 1 1
Diplomacy (CHA)
(PHB, p. 71, or p. 66 depending on your version)
Description
Use this skill to persuade the chamberlain to let you see the king, to negotiate peace between feuding barbarian tribes, or to convince the ogre mages that have captured you that they should ransom you back to your friends instead of twisting your limbs off one by one. Diplomacy includes etiquette, social grace, tact, subtlety, and a way with words. A skilled character knows the formal and informal rules of conduct, social expectations, proper forms of address, and so on. This skill represents the ability to give others the right impression of oneself, to negotiate effectively, and to influence others.
Check
You can change the attitudes of others with a successful check. (The Dungeon Masters Guide has more information on influencing NPCs.) In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.



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