2WS-Steve
First Post
Second World Simulations pokes its head out into the dusty daylight to announce the first new book in... (well, perhaps best not to go into that) has been released.
I've been waiting until I had something new to join the ENWorld Gamestore, and here it is so here we are -- our ENWorld storefront is at this link.
The something new is Skill Focus: Talking.
This smallish book (19 pages, not including OGL or title page) offers a new approach to handling roleplaying skills and encounters -- and should work in any d20 System based game, even most of the ones that no longer use the logo.
These rules take a different approach to interaction and roleplaying scenes in an effort to make it feel more like the character’s skills have a direct impact on the way the roleplaying of the scene plays out, without reducing the entire exchange to a die roll. The idea is to help the player be a better negotiator, by giving them special benefits based on their character’s skills.
The basic premise is that each of the major interaction skills, Bluff, Diplomacy, Intimidate, and Sense Motive, offer a variety of special talking actions. While roleplaying out an encounter, the player can make a skill check for their character and, if it succeeds, gain some special benefit during the roleplaying of the encounter.
For example, if Talarn tells the leader of a barbarian tribe that Talarn’s group just took out the goblins in the nearby hills, then realizes that the barbarians were actually quite friendly with those goblins (perhaps by noticing all the weapons being drawn), then Talarn could use the Bluff skill’s Take Back action to make it as if Talarn had never said that.
*****
I've been wanting to get these rules cleaned up for quite some time, since I think they're a good solution to making roleplaying depend on the character's abilities, while retaining the roleplaying.
As before, my books are still available at RPGNow -- including Skill Focus: Talking at RPGNow Edge! -- the staff of Second World Simulations loves all the original d20 sites.
I've been waiting until I had something new to join the ENWorld Gamestore, and here it is so here we are -- our ENWorld storefront is at this link.
The something new is Skill Focus: Talking.
![SkillFocusTalking--CoverThumb.jpg](http://shop.enworld.org/images/engs/product1606/SkillFocusTalking--CoverThumb.jpg)
This smallish book (19 pages, not including OGL or title page) offers a new approach to handling roleplaying skills and encounters -- and should work in any d20 System based game, even most of the ones that no longer use the logo.
These rules take a different approach to interaction and roleplaying scenes in an effort to make it feel more like the character’s skills have a direct impact on the way the roleplaying of the scene plays out, without reducing the entire exchange to a die roll. The idea is to help the player be a better negotiator, by giving them special benefits based on their character’s skills.
The basic premise is that each of the major interaction skills, Bluff, Diplomacy, Intimidate, and Sense Motive, offer a variety of special talking actions. While roleplaying out an encounter, the player can make a skill check for their character and, if it succeeds, gain some special benefit during the roleplaying of the encounter.
For example, if Talarn tells the leader of a barbarian tribe that Talarn’s group just took out the goblins in the nearby hills, then realizes that the barbarians were actually quite friendly with those goblins (perhaps by noticing all the weapons being drawn), then Talarn could use the Bluff skill’s Take Back action to make it as if Talarn had never said that.
*****
I've been wanting to get these rules cleaned up for quite some time, since I think they're a good solution to making roleplaying depend on the character's abilities, while retaining the roleplaying.
As before, my books are still available at RPGNow -- including Skill Focus: Talking at RPGNow Edge! -- the staff of Second World Simulations loves all the original d20 sites.