That roleplaying easily gets you +2 modifier!
But what about a negotiation system in addition to a system, where you can build up a potential relationship/reputation with the local shopkeep, eventually leading up to new adventures and story tropes? Perhaps a combination of both would be more...
Very interesting take, something that seems to be already reflected within the system I am working on!
I do agree that these type of systems need to reflect (human) instinct, at least to some degree. This, however, bares the danger of overcomplicating things quite a bit, as social interactions...
Howdy everyone! :)
I'm currently refining the rules for social negotiation in my developing TTRPG, and I'm curious to hear your thoughts on the following matter.
In a lot of tabletop RPGs, social negotiation plays a significant role in interactions between players and NPCs. However, I'm asking...
THAT is something that makes alot of sense to me ... and probably is good enough reason to ditch the entire idea. Still, I kind of want to avoid players out-leveling certain areas and thus removing too much tension and deadliness of otherwise deadly encounters. However, very good point you are...
This is somewhat the idea behind the progression table. To keep the world relevant throughout the campaign, no matter the players choices. Thanks to different monster types and their associated scaling power, players are still getting relatively stronger in comparison to some enemies, but the...
Wow, how did I only hear of this now? Regional Effects for lairs sound quite interesting and are propably a perfect tool to design entire ... well, regions! Still I am asking myself, how I would determine the scale/threat/power of these regional encounters? Keeping the sandbox in mind, I do like...
Thank your for your reply :)
Yes, my biggest concern would be for the would to feel static and not real at all. But wouldn't such a table actually achieve the opposite and act as the proper foundation for an actual organically living world? Factoring in different rates of power scaling, smaller...
Howdy all :)
I'm currently working on a story-driven sandbox TTRPG campaign where players can form and follow their own paths. They can explore where they want, tackle what they want, and write their own story (through various types of core systems). But this raises an important design...