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[5e] Intrigue Campaigns: Cons, Heists and Secrets
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<blockquote data-quote="Fenris-77" data-source="post: 7641860" data-attributes="member: 6993955"><p>[MENTION=996]Tony Vargas[/MENTION] - Yeah, I'm looking hard at BitD for things to steal. The flashback mechanic is one of the things I'm looking at and the issues it deals with are pretty key to some of the core reasons 5e sometimes struggles with this kind of game. I've already decided to steal some of BitD's clock ideas, as I use something sort of similar anyway and it's worked well in the past. There's some PtbA stuff that I may steal as well.</p><p> [MENTION=22103]GlassJaw[/MENTION] - great suggestions. I'll admit I'm a little stuck on the magic level. I have considered limiting magic somehow, but IDK if that's the route I want to go. This isn't going to be primarily a high level campaign, so some of the high level win button spells won't be in play generally. Also, things like Spider Climb or pass without trace allow for more participation from characters that aren't set with the Rogue set of. skills. Someone could play a wizard without a R dip and still participate. </p><p> [MENTION=4534]MGibster[/MENTION] - tweaking the skill system to keep the whole party involved is also on my list. Currently, I'm looking at decoupling the 1-1 skill-ability relationship to open things up a little. Obvious stuff, like using STR for intimidation, but also for less obvious reasons. For example, using INT to persuade with logic and reason. I think it allows some narrative flex for the characters and there will be less time where characters will just be sitting around.</p><p></p><p>On the bigger hack end of things, I am turning over the idea of tweaking the d20 rolls to include partial success and maybe additional success. I'm not sure if that will apply to every skill or not. The idea is still very much on the chalkboard phase.</p><p></p><p>I think I need to develop some test characters to form a working group stand-in party to bang some of these rules off of. I think characters for this kind of campaign will need to MC more. Rogue dips specifically, but not limited to that. I think that parts of a campaign like this could be very episodic, with more downtime in between scenes, so Warlock could be a good pick. I'm thinking Warlock, Rogue, Fighter, Bard as the base classes, with MC dips as seems necessary. The usefulness of Subtle Spell in this kind of story isn't lost on me though, so maybe a Sorcerer makes sense to. Again, work in progress.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7641860, member: 6993955"] [MENTION=996]Tony Vargas[/MENTION] - Yeah, I'm looking hard at BitD for things to steal. The flashback mechanic is one of the things I'm looking at and the issues it deals with are pretty key to some of the core reasons 5e sometimes struggles with this kind of game. I've already decided to steal some of BitD's clock ideas, as I use something sort of similar anyway and it's worked well in the past. There's some PtbA stuff that I may steal as well. [MENTION=22103]GlassJaw[/MENTION] - great suggestions. I'll admit I'm a little stuck on the magic level. I have considered limiting magic somehow, but IDK if that's the route I want to go. This isn't going to be primarily a high level campaign, so some of the high level win button spells won't be in play generally. Also, things like Spider Climb or pass without trace allow for more participation from characters that aren't set with the Rogue set of. skills. Someone could play a wizard without a R dip and still participate. [MENTION=4534]MGibster[/MENTION] - tweaking the skill system to keep the whole party involved is also on my list. Currently, I'm looking at decoupling the 1-1 skill-ability relationship to open things up a little. Obvious stuff, like using STR for intimidation, but also for less obvious reasons. For example, using INT to persuade with logic and reason. I think it allows some narrative flex for the characters and there will be less time where characters will just be sitting around. On the bigger hack end of things, I am turning over the idea of tweaking the d20 rolls to include partial success and maybe additional success. I'm not sure if that will apply to every skill or not. The idea is still very much on the chalkboard phase. I think I need to develop some test characters to form a working group stand-in party to bang some of these rules off of. I think characters for this kind of campaign will need to MC more. Rogue dips specifically, but not limited to that. I think that parts of a campaign like this could be very episodic, with more downtime in between scenes, so Warlock could be a good pick. I'm thinking Warlock, Rogue, Fighter, Bard as the base classes, with MC dips as seems necessary. The usefulness of Subtle Spell in this kind of story isn't lost on me though, so maybe a Sorcerer makes sense to. Again, work in progress. [/QUOTE]
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