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*Pathfinder & Starfinder
Challenge: Balanced Stealthy Party
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<blockquote data-quote="almuric" data-source="post: 4625571" data-attributes="member: 69072"><p>I like the concept. I've been thinking lately about non-standard ways to start a campaign. You know, the 'you're all sitting in a tavern when...' or 'The king needs some people to...' stuff.</p><p></p><p>If your characters are living in a world where an evil tyrant holds sway, they may be secret revolutionaries and as such, would have had to pick up additional 'skills' in order to survive as long as they have. So give everyone the stealth skill (and for classes that already have the skill, maybe give them a feat bonus or an additional skill to make up for it.) You might want to give additional skills such as 'disguise', 'subterfuge', 'rabble rousing', 'attention diverting', or some such. Come up with a list and let everyone pick two or three. The disguise skill might have one plus for disguising yourself and another for disguising someone else. Everyone's been focused on the dex-based stealth skill, but I could see a lot of use for the Cha-based streetwise and bluff type skills.</p><p></p><p>They might have developed a special 'Silence' ritual that moves with a person or object. Overuse could be prevented by limiting the amount of money or ritual components availability. In fact, you could let your players come up with a list of rituals that they've invented once you tell them what the goal of the campaign is. </p><p></p><p>Perhaps the characters have become expert in doing lots of damage very quickly and then disappearing. (Bomb-throwing/setting Artificers, anyone?) You could look into modifying powers to facilitate that, although it would be difficult to do without possibly overpowering one or more characters unless you're well-versed in that sort of thing.</p><p></p><p>If the overarching campaign goal is to overthrow the tyrant, there's a lot of the campaign that writes itself. One possible way that revolutions happen is that one person or small group of people decides that they've had enough. They'll recruit some people, then each of those people will recruit some more, where each of those groups is a 'cell'. Perhaps the party is one of those cells. Sometimes doing things on their own, sometimes doing things the head of their cell asks. </p><p></p><p>I could see the whole campaign being more skill-based than combat based because of your initial post saying they need to be stealthy or dead. Well, what happens if they fail a stealth check? Everyone rolls a 1 sooner or later. You don't want to neglect that aspect - so either really quick/deadly combats or lots of talking your way out of trouble. Jailbreaking one or more characters out may become a regular thing. Every time they break somebody out it becomes harder to do the next time, as the jailers learn what not to do.</p><p></p><p>I could go on, but I'll stop there.</p></blockquote><p></p>
[QUOTE="almuric, post: 4625571, member: 69072"] I like the concept. I've been thinking lately about non-standard ways to start a campaign. You know, the 'you're all sitting in a tavern when...' or 'The king needs some people to...' stuff. If your characters are living in a world where an evil tyrant holds sway, they may be secret revolutionaries and as such, would have had to pick up additional 'skills' in order to survive as long as they have. So give everyone the stealth skill (and for classes that already have the skill, maybe give them a feat bonus or an additional skill to make up for it.) You might want to give additional skills such as 'disguise', 'subterfuge', 'rabble rousing', 'attention diverting', or some such. Come up with a list and let everyone pick two or three. The disguise skill might have one plus for disguising yourself and another for disguising someone else. Everyone's been focused on the dex-based stealth skill, but I could see a lot of use for the Cha-based streetwise and bluff type skills. They might have developed a special 'Silence' ritual that moves with a person or object. Overuse could be prevented by limiting the amount of money or ritual components availability. In fact, you could let your players come up with a list of rituals that they've invented once you tell them what the goal of the campaign is. Perhaps the characters have become expert in doing lots of damage very quickly and then disappearing. (Bomb-throwing/setting Artificers, anyone?) You could look into modifying powers to facilitate that, although it would be difficult to do without possibly overpowering one or more characters unless you're well-versed in that sort of thing. If the overarching campaign goal is to overthrow the tyrant, there's a lot of the campaign that writes itself. One possible way that revolutions happen is that one person or small group of people decides that they've had enough. They'll recruit some people, then each of those people will recruit some more, where each of those groups is a 'cell'. Perhaps the party is one of those cells. Sometimes doing things on their own, sometimes doing things the head of their cell asks. I could see the whole campaign being more skill-based than combat based because of your initial post saying they need to be stealthy or dead. Well, what happens if they fail a stealth check? Everyone rolls a 1 sooner or later. You don't want to neglect that aspect - so either really quick/deadly combats or lots of talking your way out of trouble. Jailbreaking one or more characters out may become a regular thing. Every time they break somebody out it becomes harder to do the next time, as the jailers learn what not to do. I could go on, but I'll stop there. [/QUOTE]
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Challenge: Balanced Stealthy Party
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