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Moving Up In The World [Eye of the Storm Players STAY OUT!]
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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 2655020" data-attributes="member: 6390"><p>Sorry, I had to run off in the middle of this...</p><p></p><p>Now, where was I?</p><p></p><p>So, looking at everything, and coming up with the background evil nemisis groups (based on campaign history, player knowledge, etc) I tied everything together.</p><p></p><p>Looking at the Diplomacy skill, I really don't like tying everything to a simple roll, but I don't like penalizing people who are poor roleplayers or get tonguetied easily.</p><p></p><p>So, I decided I'd mix a few things.</p><p></p><p>I'd go back to the base "NPC Encounter Attitude" checks, modified by the following:</p><p></p><p>How the party or individual treats locals that are cared about (either negatively or positively) by the person/people they are speaking too. This can range from +/-1 to +/-8 (You saved my grandfather, his cat, our home, and cured my sister's blindness! YAY!/I am Montoya Whatever, you killed my father, kicked my cat, and sold my mother into slavery)</p><p></p><p>How the party has treated organizations that are allied/opposed to the person/people the party is dealing with. -/+1 to -/+3 (organizations are big faceless entities, people ring more close to the heart)</p><p></p><p>Opposing Religion +/-2 to +/-5 (Religion is an important part of the setting)</p><p></p><p>That's just in general.</p><p></p><p>So, I figured: The party meets with someone, I weigh whether or not they could have been heard about for which deeds (knowledge Current Events, which we use in the campaign and everyone is considered to have at least one rank) and weigh it against thier Rep score (which I keep track of seperately) and against certian deeds Rep. So the NPC gets a Current Events/Local History roll with a DC of the 20-Rep, if the roll succeeds, the NPC has heard of the event.</p><p></p><p>Only then do the events matter. Their modifiers are quickly worked up, and then a Attitude check is rolled, adjust for any differences due to the meeting, etc, and go with it.</p><p></p><p>BUT, all that is cumbersome, and kind of a pain in the ass, but I feel that heroes should gain a reputation after time, and these guys have managed some great deeds, and have reached 7th level after much trial and hardship.</p><p></p><p>While I don't really particularly want to pick up Blue ROse, or True d20, or anything like that, I was wondering maybe if I missed something to make it a little easier that's hiding in Unearthed Arcana, the DMG, or the DMG II.</p><p></p><p>Diplomacy checks for allies and neutral officials are going to be imporant, as well as tracking not only the party's reputation, but the reputation of individual members.</p><p></p><p>Plus, another problem I'm looking at is two of my players have gamed with me for over 10 years, so it's difficult to pull surprises on them. I need some brainstorming ideas for things to fill the following mentioned power groups with.</p><p></p><p><strong>The Cadre of Blood:</strong> Created by the Lich King Council in order to keep highly placed LT's in line. The world has blood magic in it, but supposedly there are only 15 members.</p><p></p><p><strong>The Vampire Overwatch:</strong> A group created by the leader of the Lich King Council to keep tabs on the "Lesser Kings" but I don't want to use vampires.</p><p></p><p>Assassin Guild's, Mage Guilds, Psion Guilds, Druidic Orders, Ranger Brotherhoods, ect I all have and the PC's and players know of the larger, more well established ones, so I need the above two to be something hidden, something special, and basically crewed with immortals of one kind or another.</p><p></p><p>So, I need brainstorming ideas.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 2655020, member: 6390"] Sorry, I had to run off in the middle of this... Now, where was I? So, looking at everything, and coming up with the background evil nemisis groups (based on campaign history, player knowledge, etc) I tied everything together. Looking at the Diplomacy skill, I really don't like tying everything to a simple roll, but I don't like penalizing people who are poor roleplayers or get tonguetied easily. So, I decided I'd mix a few things. I'd go back to the base "NPC Encounter Attitude" checks, modified by the following: How the party or individual treats locals that are cared about (either negatively or positively) by the person/people they are speaking too. This can range from +/-1 to +/-8 (You saved my grandfather, his cat, our home, and cured my sister's blindness! YAY!/I am Montoya Whatever, you killed my father, kicked my cat, and sold my mother into slavery) How the party has treated organizations that are allied/opposed to the person/people the party is dealing with. -/+1 to -/+3 (organizations are big faceless entities, people ring more close to the heart) Opposing Religion +/-2 to +/-5 (Religion is an important part of the setting) That's just in general. So, I figured: The party meets with someone, I weigh whether or not they could have been heard about for which deeds (knowledge Current Events, which we use in the campaign and everyone is considered to have at least one rank) and weigh it against thier Rep score (which I keep track of seperately) and against certian deeds Rep. So the NPC gets a Current Events/Local History roll with a DC of the 20-Rep, if the roll succeeds, the NPC has heard of the event. Only then do the events matter. Their modifiers are quickly worked up, and then a Attitude check is rolled, adjust for any differences due to the meeting, etc, and go with it. BUT, all that is cumbersome, and kind of a pain in the ass, but I feel that heroes should gain a reputation after time, and these guys have managed some great deeds, and have reached 7th level after much trial and hardship. While I don't really particularly want to pick up Blue ROse, or True d20, or anything like that, I was wondering maybe if I missed something to make it a little easier that's hiding in Unearthed Arcana, the DMG, or the DMG II. Diplomacy checks for allies and neutral officials are going to be imporant, as well as tracking not only the party's reputation, but the reputation of individual members. Plus, another problem I'm looking at is two of my players have gamed with me for over 10 years, so it's difficult to pull surprises on them. I need some brainstorming ideas for things to fill the following mentioned power groups with. [b]The Cadre of Blood:[/b] Created by the Lich King Council in order to keep highly placed LT's in line. The world has blood magic in it, but supposedly there are only 15 members. [b]The Vampire Overwatch:[/b] A group created by the leader of the Lich King Council to keep tabs on the "Lesser Kings" but I don't want to use vampires. Assassin Guild's, Mage Guilds, Psion Guilds, Druidic Orders, Ranger Brotherhoods, ect I all have and the PC's and players know of the larger, more well established ones, so I need the above two to be something hidden, something special, and basically crewed with immortals of one kind or another. So, I need brainstorming ideas. [/QUOTE]
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