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*Dungeons & Dragons
[5e] Intrigue Campaigns: Cons, Heists and Secrets
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<blockquote data-quote="Fenris-77" data-source="post: 7643832" data-attributes="member: 6993955"><p>Combat is going to happen most sessions. It won't be hordes of Orcs or whatever, but Thieve's guild toughs, assassins in the Dark, warehouses full of cultists and the like is all on the table. If I wanted low-to-no combat I would just pick another system. There are two reasons I'm using the 5e engine for this. First, the players I have available, and second, that I'm an inveterate tinkerer with rules and I enjoy the process. Sure, I could play BitD, and I do, but this is going to be a 5e game. I'm also planning on shuffling in some breakout sessions where the party leaves the city for 'reasons' and those sessions will probably feel a little more traditional.</p><p></p><p>The actual goal, or at least one way to define it, is that I want to make the social part of the campaign a little bit more like the combat pillar. Not so much at the encounter level, but everything else. Tracking influence, favors owed, and probably reputation should help give the party some concrete handholds on the shifting dynamics of politics and intrigue, and provide some more concrete goals for planning where to go next. There are some ideas from Gumshoe and BitD that are good at those things, and I'm going to adapt them, and I'll write the rest to stitch the pieces together.</p><p></p><p></p><p></p><p>That's true, but it's also true that the base RAW is 1-1 about which ability is paired with each skill. The variant is there to just be able to mix and match, but I'm not sure that's exactly what I want either. D&D is very DM focused when it comes to ability checks (DM states roll X + X), and I'd like to devolve some of the responsibility for narrative choices on the PCs in order to give them a little more agency. That's a big change though, so it might be more work than it's worth. Just using the variant from the PHB might be the easier road.</p><p></p><p>The struggle is to keep the changes and rules overlays as light as possible.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7643832, member: 6993955"] Combat is going to happen most sessions. It won't be hordes of Orcs or whatever, but Thieve's guild toughs, assassins in the Dark, warehouses full of cultists and the like is all on the table. If I wanted low-to-no combat I would just pick another system. There are two reasons I'm using the 5e engine for this. First, the players I have available, and second, that I'm an inveterate tinkerer with rules and I enjoy the process. Sure, I could play BitD, and I do, but this is going to be a 5e game. I'm also planning on shuffling in some breakout sessions where the party leaves the city for 'reasons' and those sessions will probably feel a little more traditional. The actual goal, or at least one way to define it, is that I want to make the social part of the campaign a little bit more like the combat pillar. Not so much at the encounter level, but everything else. Tracking influence, favors owed, and probably reputation should help give the party some concrete handholds on the shifting dynamics of politics and intrigue, and provide some more concrete goals for planning where to go next. There are some ideas from Gumshoe and BitD that are good at those things, and I'm going to adapt them, and I'll write the rest to stitch the pieces together. That's true, but it's also true that the base RAW is 1-1 about which ability is paired with each skill. The variant is there to just be able to mix and match, but I'm not sure that's exactly what I want either. D&D is very DM focused when it comes to ability checks (DM states roll X + X), and I'd like to devolve some of the responsibility for narrative choices on the PCs in order to give them a little more agency. That's a big change though, so it might be more work than it's worth. Just using the variant from the PHB might be the easier road. The struggle is to keep the changes and rules overlays as light as possible. [/QUOTE]
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