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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