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(Zeitgeist) Expertise attribute

Posted 27th July 2008 at 06:01 AM by Modeus
The expertise attribute defines the skills that the party is particularly good at.

All Zeitgeist have a default starting skill affinity which is represented by the 1st point of expertise. Eg. The Indomitable Suns always have a skill affinity with Diplomacy.

For each two additional points of Expertise, the Zeitgeist can have another skill affinity which can be chosen from a fixed list of 5 skills.

For the Indomitable Suns, this is selected from the list as follows : Religion, Athletics, Insight, History, Perception.

Having a skill affinity means as follows :

- When a skill challenge is made with a skill affinity, a success counts as two successes.

- If a skill challenge fails with a skill affinity, the PC has the option of using an Action point to make the failure not count as the number of failures.

Note : When Zeitgeists are used in a campaign, we will use the pre-errataed DCs for skill challenges.
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Zeitgeist characteristics.

Posted 21st July 2008 at 11:05 AM by Modeus
Updated 21st July 2008 at 11:15 AM by Modeus
Here are some thoughts on what a Zeigeist should have.

Level - Zeitgeist should have a level that matches that of most party members.

Attributes

Zeigeist attributes should start at 1. One attribute called a primary attribute can start at 2 ( except manifestation ). The final attribute called Manifestation always starts at 0. Zeigeist start with one variable pool point. Every 4 levels will entitle the Zeigeist to create a variable pool of points to be assigned to these atributes. A level 12 party, for example will have 3 points to assign to these attributes.

Point reassignment should be done at the beginning of each gaming session.

Here are the list of attributes:

Defender, Controller, Striker and Leader - Zeigeist have 4 role traits that determines the number of powers a party member who takes a role would gains in addition to the ones he already has.

Expertise - Zeitgeist have one skill affinity for each point of assigned to Expertise. When encountering skill challenges, the party gains double the number of successes on each check. A skill affinity is limited to a number of choices based on the Zeitgeist, lawful exarchs will seldom grant bonuses successes based on the bluff check. The initial Skill affinity is always fixed for a Zeitgeist.

Manifestion - Zeitgeist with a manifestation score can manifest as an entity in combat int he form of minions or combatants. This allows the PC controlling the Zeitgeist to participate in combat.

Abilities - Zeigeists can offer some additional effects on the party as reflected in abilities.

Working Sample :

Indomitable Suns - Exarch of Pelor

The Indomitable Suns represent a 8th level heroic party invested with the might of Pelor.

Def : 1 Variable Pool : 3
Con : 1
Str : 1
Lea : 2
Man : 0
Exp :1 ( Diplomacy )

The party is missing a defender, it can assign all the Variable pool points into Def. If there is a visit of a player from another group, points can be applied to Manifestation.

The first key affinity is Diplomacy. The Knights of the Indomitable Sun always prefer a peaceful approach in settling disputes and score double the number of successes when using Diplomacy in a skill challenge.

Next : Expertise attribute.
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Party Zeitgeist: Exarchs, Demiurge and Organizations.

Posted 14th July 2008 at 07:48 AM by Modeus
Updated 14th July 2008 at 07:53 AM by Modeus
Some of the issues encountered in a 4e game based on the experience of my group are as follows :

- When PCs number less than 4, PCs may be forced to take up a role to complement the rest of the party.
- Skill challenges are too challenging.
- Characters are forced into role and generally have problems making adjustments in combat. eg. Disastrous for wizards to 'tank'.
- Sometimes groups will encounter the 'guest' player who cannot take up an established role in the party. Eg. Someone who is joining the game only during school holidays.

This project attempts to address these issue together by proposing the concept of a Zeitgeist within each party. It is hoped that ENWorld can support the construction of this new mechanic.

A zeitgeist is an incorporeal entity which grants additional powers and skill bonuses to each member of the party. As a spirit gains levels as a normal character, parties guided by a spirit will be treated as having one additional PC in the party.

In a physical game, a Zeitgeist represent a Party form sheet which should also provide a handy reference for DMs to plan and run their campaigns. It can, for example, track the perception of the entire party.

Zeitgeists assign the 4 roles to each party member. Eg. A wizard can take on the defender role, allowing him access to some powers which will allow him to tank for the party in the absence of a real defender.

Zeitgeist also have skill affinities, skill challenges involving a skill check in that affinity counts one success as two successes.

Zeitgeist can manifest physically in the party as a group of party minions. This allows a Zeitgeist to be played by a casual player.

Zeitgeist which draws their power from a Divine source are known as Exarchs ( or Proxies ). Pelor is known to support adventuring parties with his Exarch who then call themselves the Indomitable Sun, the party is guided by a cause to defeat undeads and demons in the known world.

Zeitgeists which draw their power from the Arcane are known as Demiurges. The Illuminated Brotherhood is guided by an arcane spirit of someone who once mastered the Demispell. Their mission is to delve into ancient secrets and thwart the efforts of the church of Vecna.

Zeitgeists which draw their power from Martial sources are simply organizations, parties who work together in an effective way and can draw upon synergies from the training and resources their orginzations provide. The Crimson Horde of Bael Turath are a party of Tieflings who wish to restore the honour of their shattered civilization.

Parties can change zeigeists and allegiances in every adventure and DMs are encouraged to bring them in as a storyline hook to encourage deeper roleplaying.

More to come as I come up with a template for a party Zeitgeist.
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