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Interest Check: Story-Driven Eberron Campaign
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<blockquote data-quote="airwalkrr" data-source="post: 5966256" data-attributes="member: 12460"><p>Good to know there is some more interest in this.</p><p></p><p>So I am going to "think out loud" for a second on what would need some adjustment in regards to skills and how they work for a campaign with an emphasis on social interaction. Others can feel free to chime in. I want social skills to offer options, but not pure solutions. In other words, skills should not preclude the need for roleplaying, they should offer additional dialogue options for the roleplaying to take.</p><p></p><p>The first skill is Bluff. This skill is relatively well-written, but if I use Rich Burlew's Diplomacy skill changes, it negates a lot of use for the skill. One possible option is to combine the skill with Diplomacy. Another is to leave it alone. It might not need fixing, but it deserves a looking at.</p><p></p><p>The next skill is Disguise. I rather like the way this skill works, but it does not get used nearly as often as it could. Why is that? Is it because the skill is too complicated or because the results are too vague? I am not sure. Using Disguise to get a better relationship status for purposes of Diplomacy seems like a reasonable use. But then we are talking about two rolls for basically one purpose. Maybe they could be combined? Maybe Disguise needs to be simplified? Just thoughts.</p><p></p><p>Another skill is Forgery. The skill seems at the outset to be far too simple for use in an Eberron campaign where identity papers, marques, and the like are extremely important. On the other hand the Eberron books offer some insight on how to handle Forgery in an Eberron campaign so maybe this one needs no modification.</p><p></p><p>Yet another skill is Gather Information. This one needs a lot of clarification. What I want is for Gather Information to specify the DCs for specific types of information as well as modifiers for situations. Are you gathering information on general rumors, a pulse of the rumor mill, if you will? Are you investigating the habits of a well-known lord? Are you looking into the location of a secret meeting place of an exclusive guild? I believe I will need to come up with some tables for these things, as well as some consequences for failure. Another thing to consider is time taken. The more secretive the information, the longer something should take. So the 1d4+1 hours per check rule will need elaboration.</p><p></p><p>The next skill is Intimidate. Taken with Rich Burlew's Diplomacy rules, Intimidate can be used to alter the effective relationship modifier for a situation. That might be all that is needed to keep this skill working. Another option is to make it a variant form of Diplomacy. Yet another option is to combine the two skills into one and simply base the method off the roleplaying.</p><p></p><p>The next skill is Knowledge. This skill will need more elaboration based on the kind of knowledge sought and the time it takes for an answer. I think this is a small modification though. It should not be too complicated.</p><p></p><p>The next skill is Perform. I am uncertain whether this needs elaboration. Perhaps it could be expanded to include seduction. But that could easily be covered by Bluff.</p><p></p><p>The next skill is Sense Motive. I think this skill needs more work than any other. This has already been discussed earlier in the thread.</p><p></p><p>I do not want all of this to get too complicated though. Ideally, I would like a template for all social skills so that each one is not its own sub-system. I am thinking right now of basing that template on Rich Burlew's Diplomacy skill. Furthermore I will probably remove synergy bonuses entirely. They are unnecessary book-keeping as far as I am concerned.</p><p></p><p>So these are some of my thoughts. Commentary is welcome.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5966256, member: 12460"] Good to know there is some more interest in this. So I am going to "think out loud" for a second on what would need some adjustment in regards to skills and how they work for a campaign with an emphasis on social interaction. Others can feel free to chime in. I want social skills to offer options, but not pure solutions. In other words, skills should not preclude the need for roleplaying, they should offer additional dialogue options for the roleplaying to take. The first skill is Bluff. This skill is relatively well-written, but if I use Rich Burlew's Diplomacy skill changes, it negates a lot of use for the skill. One possible option is to combine the skill with Diplomacy. Another is to leave it alone. It might not need fixing, but it deserves a looking at. The next skill is Disguise. I rather like the way this skill works, but it does not get used nearly as often as it could. Why is that? Is it because the skill is too complicated or because the results are too vague? I am not sure. Using Disguise to get a better relationship status for purposes of Diplomacy seems like a reasonable use. But then we are talking about two rolls for basically one purpose. Maybe they could be combined? Maybe Disguise needs to be simplified? Just thoughts. Another skill is Forgery. The skill seems at the outset to be far too simple for use in an Eberron campaign where identity papers, marques, and the like are extremely important. On the other hand the Eberron books offer some insight on how to handle Forgery in an Eberron campaign so maybe this one needs no modification. Yet another skill is Gather Information. This one needs a lot of clarification. What I want is for Gather Information to specify the DCs for specific types of information as well as modifiers for situations. Are you gathering information on general rumors, a pulse of the rumor mill, if you will? Are you investigating the habits of a well-known lord? Are you looking into the location of a secret meeting place of an exclusive guild? I believe I will need to come up with some tables for these things, as well as some consequences for failure. Another thing to consider is time taken. The more secretive the information, the longer something should take. So the 1d4+1 hours per check rule will need elaboration. The next skill is Intimidate. Taken with Rich Burlew's Diplomacy rules, Intimidate can be used to alter the effective relationship modifier for a situation. That might be all that is needed to keep this skill working. Another option is to make it a variant form of Diplomacy. Yet another option is to combine the two skills into one and simply base the method off the roleplaying. The next skill is Knowledge. This skill will need more elaboration based on the kind of knowledge sought and the time it takes for an answer. I think this is a small modification though. It should not be too complicated. The next skill is Perform. I am uncertain whether this needs elaboration. Perhaps it could be expanded to include seduction. But that could easily be covered by Bluff. The next skill is Sense Motive. I think this skill needs more work than any other. This has already been discussed earlier in the thread. I do not want all of this to get too complicated though. Ideally, I would like a template for all social skills so that each one is not its own sub-system. I am thinking right now of basing that template on Rich Burlew's Diplomacy skill. Furthermore I will probably remove synergy bonuses entirely. They are unnecessary book-keeping as far as I am concerned. So these are some of my thoughts. Commentary is welcome. [/QUOTE]
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