I'd like to take a thread here to plumb the collective wisdom of EN World. I'm in the midst of writing an intrigue campaign, plus some rules overlays to help facilitate it, but before I get to far I'd like to see what some other folks have come up with for intrigue campaigns as far as builds, tricks and combos goes. I haven't had the pleasure of playing an intrigue heavy campaign in 5th, and while I trust my reading comprehension, I'm quite sure there is a bunch of cool stuff that I haven't though of.
Here's what I would love to hear about and discuss here:
1. Social interaction builds for any and all classes. Some SIP builds are obvious, but I'm sure there's a ton of cool stuff. I'd like to have some templates to present my players to give them some cool ideas outside Yeah, I'm playing a rogue too... So, whole builds, small class mods and tweaks, whatever has worked for you.
2. Party builds for intrigue heavy campaigns. Ideas about how to plit skills and responsibilities over a four PC party while avoiding too much duplication.
3. Rules stuff. Uses for offbeat spells, skills and feats. Combos and sneaky stuff. Players are devious monkeys, and I'd rather know about as many good tricks as I can beforehand, rather than having to dodge flung dung mid-session when a player busts out something sexy.
4. Homebrew. I'd also love to hear about any hacks and rules people are using in their own campaigns to help 3rd pillar play.
5. I'd really appreciate it if we could just skip the whole D&D isn't built for this so why bother conversation. Been there, done that.
Whatever you have to add about any of the above, I'd love to hear.
Here's what I would love to hear about and discuss here:
1. Social interaction builds for any and all classes. Some SIP builds are obvious, but I'm sure there's a ton of cool stuff. I'd like to have some templates to present my players to give them some cool ideas outside Yeah, I'm playing a rogue too... So, whole builds, small class mods and tweaks, whatever has worked for you.
2. Party builds for intrigue heavy campaigns. Ideas about how to plit skills and responsibilities over a four PC party while avoiding too much duplication.
3. Rules stuff. Uses for offbeat spells, skills and feats. Combos and sneaky stuff. Players are devious monkeys, and I'd rather know about as many good tricks as I can beforehand, rather than having to dodge flung dung mid-session when a player busts out something sexy.
4. Homebrew. I'd also love to hear about any hacks and rules people are using in their own campaigns to help 3rd pillar play.
5. I'd really appreciate it if we could just skip the whole D&D isn't built for this so why bother conversation. Been there, done that.
Whatever you have to add about any of the above, I'd love to hear.