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Need help dealing with two bard campaign
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<blockquote data-quote="uzirath" data-source="post: 7147730" data-attributes="member: 8495"><p>Besides solving the math (which needs to happen) consider it an opportunity to adjust the challenge level of the adventure. They're ultra persuasive. Ok. Combat challenges, traps, puzzles, etc. are still fair game. But you needn't avoid the social pillar. </p><p></p><p>Consider social challenges that match their abilities. What if they're up against an evil bard with a 20 charisma? Or a succubus or other extra-planar entity? Or a charm wizard (or cabal)? Priests of a god of stoicness who resist social skills? (Or priests of a competing bardic god who are just as persuasive as the PCs.)</p><p></p><p>Maybe Lex Luthor recognizes their amazing charisma and attempts to trick them into achieving his aims. (He never had any luck convincing the council to do X, but these foreign fast talkers can totally get the job done for him.)</p><p></p><p>What if they use their persuasion to achieve something, but it backfires, causing calamity to the poor sops that they charmed? Then their reputation is shot and they may feel morally obligated to clean up the mess. </p><p></p><p>Add layers of complexity to obfuscate things. In other words, have NPCs who believe things that aren't true (or are only partially true). Thus the players can't always trust the intel that they persuade out of people. </p><p></p><p>If your play style fits, you could have them encounter a curse or magic item that duplicates them with opposite goals. They'd be trying to outwit themselves a la Mark and Miles Vorkosigan. </p><p></p><p>Admittedly, though, your town may need some adjustment. (It seemed like such a normal town at first...)</p><p></p><p></p><p></p><p>Sent from my iPhone using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="uzirath, post: 7147730, member: 8495"] Besides solving the math (which needs to happen) consider it an opportunity to adjust the challenge level of the adventure. They're ultra persuasive. Ok. Combat challenges, traps, puzzles, etc. are still fair game. But you needn't avoid the social pillar. Consider social challenges that match their abilities. What if they're up against an evil bard with a 20 charisma? Or a succubus or other extra-planar entity? Or a charm wizard (or cabal)? Priests of a god of stoicness who resist social skills? (Or priests of a competing bardic god who are just as persuasive as the PCs.) Maybe Lex Luthor recognizes their amazing charisma and attempts to trick them into achieving his aims. (He never had any luck convincing the council to do X, but these foreign fast talkers can totally get the job done for him.) What if they use their persuasion to achieve something, but it backfires, causing calamity to the poor sops that they charmed? Then their reputation is shot and they may feel morally obligated to clean up the mess. Add layers of complexity to obfuscate things. In other words, have NPCs who believe things that aren't true (or are only partially true). Thus the players can't always trust the intel that they persuade out of people. If your play style fits, you could have them encounter a curse or magic item that duplicates them with opposite goals. They'd be trying to outwit themselves a la Mark and Miles Vorkosigan. Admittedly, though, your town may need some adjustment. (It seemed like such a normal town at first...) Sent from my iPhone using [url=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/url] [/QUOTE]
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