A place to post my thoughts on 4e and gaming in general.
Wonders of the World: Code of Laws
Posted 8th December 2008 at 12:53 PM by FireLance
Updated 8th December 2008 at 01:26 PM by FireLance
Updated 8th December 2008 at 01:26 PM by FireLance
Gosh, it's been more than two weeks since I last updated. This is not good. One of the reasons why I started this blog was to ensure that no matter how busy I was with my other commitments, I would take time out to write about gaming related stuff.
Anyway, I'm still thinking about how to make ritual seeds work flexibly without making them overpowered. I'm starting to think that I will need to codify how to replicate certain rituals and utility spells (in terms of skill checks, etc.) with ritual seeds, which is going to be rather time-consuming and difficult to balance.
So, today I'm writing about something completely different: Wonders of the World.
Since the inspiration for the idea is from the computer game Civilization, I guess it's just going to add to the criticisms that 4e is videogamey. Whatever.
If you haven't played Civilization, Wonders of the World are game elements based on wonders of the real world. They are difficult to obtain because they require a large amount of resouces to "construct", but they provide a specific benefit, e.g. increasing the effectiveness of research into new technologies, increasing the level of happiness of his people, or improving one or all of his cities in a specific way.
Translating this basic concept into D&D, Wonders of the World would be globally significant achievements on the part of the PCs that would be difficult for them to attain. In terms of flavor, the players get the satisfaction of creating a lasting legacy in the game world. In terms of mechanics, the PCs get a small benefit after creating a Wonder of the World.
Creating a Wonder of the World uses the skill challenge mechanic. The PCs have to achieve ten successes, usually at a DC of 40 for skill checks, and a DC of 35 for ability checks. Unlike a normal skill challenge, failures do not make it impossible to create a Wonder of the World, but a PC who fails a skill check cannot attempt another one (even one for a different skill) until he gains a level. Given the high DCs, normally only Epic-tier characters would have a chance of creating a Wonder of the World. A DM may decide to run the creation of a Wonder of the World as a background activity for the PCs, allowing each PC to attempt his skill check each time he gains a new level. However, it may be more interesting to tie the work of creating a Wonder of the World into the campaign by allowing certain in-game events to count as successes for the PCs.
The following is an example of a Wonder of the World:
Anyway, I'm still thinking about how to make ritual seeds work flexibly without making them overpowered. I'm starting to think that I will need to codify how to replicate certain rituals and utility spells (in terms of skill checks, etc.) with ritual seeds, which is going to be rather time-consuming and difficult to balance.
So, today I'm writing about something completely different: Wonders of the World.
Since the inspiration for the idea is from the computer game Civilization, I guess it's just going to add to the criticisms that 4e is videogamey. Whatever.
If you haven't played Civilization, Wonders of the World are game elements based on wonders of the real world. They are difficult to obtain because they require a large amount of resouces to "construct", but they provide a specific benefit, e.g. increasing the effectiveness of research into new technologies, increasing the level of happiness of his people, or improving one or all of his cities in a specific way.
Translating this basic concept into D&D, Wonders of the World would be globally significant achievements on the part of the PCs that would be difficult for them to attain. In terms of flavor, the players get the satisfaction of creating a lasting legacy in the game world. In terms of mechanics, the PCs get a small benefit after creating a Wonder of the World.
Creating a Wonder of the World uses the skill challenge mechanic. The PCs have to achieve ten successes, usually at a DC of 40 for skill checks, and a DC of 35 for ability checks. Unlike a normal skill challenge, failures do not make it impossible to create a Wonder of the World, but a PC who fails a skill check cannot attempt another one (even one for a different skill) until he gains a level. Given the high DCs, normally only Epic-tier characters would have a chance of creating a Wonder of the World. A DM may decide to run the creation of a Wonder of the World as a background activity for the PCs, allowing each PC to attempt his skill check each time he gains a new level. However, it may be more interesting to tie the work of creating a Wonder of the World into the campaign by allowing certain in-game events to count as successes for the PCs.
The following is an example of a Wonder of the World:
Code of Laws
The PCs develop a just and fair code of laws which are implemented across several countries. The PCs become renowned as paragons of virtue and wisdom.
Developing the Code
The PCs require a minimum of four successes from the following:History (DC 40): The PC compiles the best statutes from the legal systems of several countries, past and present. Instead of rolling a skill check, the PCs may also achieve a success by discovering a lost trove of ancient legal texts. The PCs can achieve a maximum of two successes from this skill.Implementing the Code
Religion (DC 40): The PC translates the moral principles found in religious books into legal statutes. Instead of rolling a skill check, the PCs may also achieve a success by obtaining the assistance of an exarch of a god of law or justice. The PCs can achieve a maximum of two successes from this skill.
Streetwise (DC 40): The PC obtains views on law and justice from a wide variety of people. Instead of rolling a skill check, the PCs may also achieve a success by estabishing an alternate mechanism for gathering such information. The PCs can achieve a maximum of two successes from this skill.
Insight (DC 40): The PC uses his knowledge of human behavior to craft laws. The PCs can achieve a maximum of one success from this skill.
The PCs require a minimum of four successes from the following:Diplomacy (DC 40): The PC persuades a ruler to adopt the code of laws. Instead of rolling a skill check, the PCs may also achieve a success by performing a service for a ruler, or by making a request of a ruler already indebted to them.Benefit
Religion (DC 40): If the PCs made a successful Religion check when crafting the code of laws, a PC may persuade the ruler of a theocracy or a ruler who is devoutly religious to adopt the code by showing how it is based on religious texts. The PCs' maximum number of successes from this skill will depend on the number of such rulers in the campaign.
Intimidate (DC 40): The PC threatens a weak ruler into adopting the code of laws. The PCs' maximum number of successes from this skill will depend on the number of such rulers in the campaign.
If the PCs become rulers themselves, they may achieve one success for each major country they rule.
The PCs gain a +2 bonus to Diplomacy checks. This bonus increases to +4 with Lawful Good creatures.
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