A place to post my thoughts on 4e and gaming in general.
Organizations I: Some Initial Thoughts
I've always thought that another good way to give a character more depth is for him to develop meaningful relationships with NPCs and organizations in the game world. However, in order to encourage the players to invest time and effort to do so, the relationship has to be an asset, not a liability.
I've decided to start with organizations first as they are more amorphous and easily fudged. Since organizations are made up of a variety of people, it seems more plausible that they are able to provide various benefits and services.
The following are very initial thoughts on organizations, and are subject to change.
Level
Like almost anything else in 4e, organizations have a level which abstractly measures their power. A village might be no more than 4 or 5. A kingdom would be in the upper teens, possibly even a 20. The worshippers and servitors of a god (not just a specific temple, but every worshipper and servitor, including angels and exarchs, in all the worlds and planes) would probably top the scale at 30.
Rank
Rank is a measure of the character's standing with (or within the organization, if he is a member) and abstractly determines how much of the organization's resources he can tap upon. A character's rank in an organization can be no higher than the organization's level. A character whose rank in an organization equals its level effectively leads the organization and can command all of its resources.
Benefits
Some of the potential benefits that a character can gain from association with an organization are as follows. Generally, a character should not be able to call on assistance from an organization too often - perhaps about once per month. A character's ability to call on assistance from the organization should also be renewed whenever his rank with the organization increases (even if the organization has helped him within the last month), or whenever he performs a service for the organization. An organization may also offer unlimited assistance if the character is acting on its behalf.
I've decided to start with organizations first as they are more amorphous and easily fudged. Since organizations are made up of a variety of people, it seems more plausible that they are able to provide various benefits and services.
The following are very initial thoughts on organizations, and are subject to change.
Level
Like almost anything else in 4e, organizations have a level which abstractly measures their power. A village might be no more than 4 or 5. A kingdom would be in the upper teens, possibly even a 20. The worshippers and servitors of a god (not just a specific temple, but every worshipper and servitor, including angels and exarchs, in all the worlds and planes) would probably top the scale at 30.
Rank
Rank is a measure of the character's standing with (or within the organization, if he is a member) and abstractly determines how much of the organization's resources he can tap upon. A character's rank in an organization can be no higher than the organization's level. A character whose rank in an organization equals its level effectively leads the organization and can command all of its resources.
Benefits
Some of the potential benefits that a character can gain from association with an organization are as follows. Generally, a character should not be able to call on assistance from an organization too often - perhaps about once per month. A character's ability to call on assistance from the organization should also be renewed whenever his rank with the organization increases (even if the organization has helped him within the last month), or whenever he performs a service for the organization. An organization may also offer unlimited assistance if the character is acting on its behalf.
1. Skill checks - if the organization is plausibly able to help, it may allow the character to make one skill check as if he was trained in it, and provide an additional +1 bonus to the check. This bonus increases to +2 if the character's rank is 11 or higher, and +3 if his rank is 21 or higher. If the skill is a specialized skill for the organization (e.g. Religion for a church), the character may make the check as if he was trained in the skill and had the Skill Focus feat for the skill, and the bonus is doubled (i.e. +4 if his rank is 11 or higher).
2. Rituals - the organization arranges for the casting of a ritual of half your rank or lower. You still have to pay for the component cost. If the DM thinks it appropriate, the organization may be able to provide access to select higher-level rituals.
3. Trade - the organization procures a magic item of half your rank or lower. If the DM thinks it appropriate, the organization may be able to obtain certain higher-level magic items. You may buy the item or exchange another magic item of the same or higher value for it.
4. Mundane Services - the organization may provide whatever mundane services the DM thinks is appropriate. For example, a village might offer the character a safe place to rest, a merchant house may be able to arrange transportation for the character, or a church may be able to translate a document from Supernal to Common.
Total Comments 0
Comments
Total Trackbacks 0

















And yet another word from our sponsors
