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*Dungeons & Dragons
Investigative campaign?
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<blockquote data-quote="Thyrwyn" data-source="post: 6611425" data-attributes="member: 12354"><p>You might try one of the skill variants that tie proficiency to traits and/or background, rather than the standard method. That would seem to work well for that type of focused campaign. it would also allow different characters to showcase different environments: the Fighter (sailor) would be more persuasive in the dockside bar than the Wizard (sage), while the latter would shine in the Great Library. This even works for non-social skills (which one do you think would be better at sneaking around the library?). Attributes would still play a part - the Wizard will still be able to contribute to (Investigation) checks because of his high Intelligence, even in environments outside his background. Criminals would climb buildings well, while sailors would be better at climbing through the rigging...</p><p></p><p>I would hand out Inspiration often - to give players the ability to choose which checks are important to them - and to encourage them to play to their traits. This should build the positive feedback loop you're looking for: players' playing up their traits and backgrounds to put themselves in situations where they will do well, being rewarded for it, and doing it more often. Since there is generally less opportunity to earn Inspiration in combat, players will seek other means to accomplish their goals.</p></blockquote><p></p>
[QUOTE="Thyrwyn, post: 6611425, member: 12354"] You might try one of the skill variants that tie proficiency to traits and/or background, rather than the standard method. That would seem to work well for that type of focused campaign. it would also allow different characters to showcase different environments: the Fighter (sailor) would be more persuasive in the dockside bar than the Wizard (sage), while the latter would shine in the Great Library. This even works for non-social skills (which one do you think would be better at sneaking around the library?). Attributes would still play a part - the Wizard will still be able to contribute to (Investigation) checks because of his high Intelligence, even in environments outside his background. Criminals would climb buildings well, while sailors would be better at climbing through the rigging... I would hand out Inspiration often - to give players the ability to choose which checks are important to them - and to encourage them to play to their traits. This should build the positive feedback loop you're looking for: players' playing up their traits and backgrounds to put themselves in situations where they will do well, being rewarded for it, and doing it more often. Since there is generally less opportunity to earn Inspiration in combat, players will seek other means to accomplish their goals. [/QUOTE]
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