CubicsRube
Hero
Here is an idea I've had mulling around in my head for a while.
I've always wanted to enhance the social pillar of 5e, but keep the mechanics as light as possible to not interfere with the natural game process when characters socialise.
I wanted to leverage existing mechanics and this is what I've come up with.
Each character gains advantage on their social rolls with certain groups and disadvantafe with others. Anything not listed is just a normal roll.
If a character is multiclassed, they use the class they have the most levels in. If they are even, then they must choose only one for the below to apply.
The social groups are purposely kept broad and can be modified depending on game type, but they are designed to mostly capture a general array of various groups in a fantasy setting. Soldiers for example could be mercenaries or guards, The Devout could be clerics and priests, but also devout lay people, The Underclass might be criminals and bandits, but could also be slaves and other misfortunates. Let me know if you think I've missed a major one! They are still a work in progress.
The rationale is that these classes know how to talk the talk of these people. They know what they really fear and how best to threaten that, and what the typically desire and so know how to tempt or convince them.
Conversely they are out of touch with their polar opposite and jusr aren't as effective with their manipulations.
So here they are:
Bard
Advantage: Nobles, Commoners
Disadvantage: Savages
Barbarian
Advantage: Savages
Disadvantage: Scholars
Cleric
Advantage: The Devout, Scholars
Disadvantage: Cultists
Druid
Advantage: Rural Folk, Feywild creatures
Disadvantage: Nobles, Shadowfell creatures
Fighter
Advantage: Soldiers, Common Folk
Disadvantage: Scholars
Monk
Advantage: Hermits, Common Folk
Disadvantage: The Underclass, Savages
Paladin
Advantage: The Devout
Disadvantage: Cultists, Savages
Ranger
Advantage: Rural folk
Disadvantage: City folk
Rogue
Advantage: The Underclass
Disadvantage: Nobles, Common Folk
Sorceror
Advantage: Elemental creatures, Hermits
Disadvantage: Scholars
Warlock
Advantage: Cultists, Extraplanar creatures
Disadvantage: The Devout
Wizard
Advantage: Scholars
Disadvantage: Soldiers
Thoughts and feedback welcome
I've always wanted to enhance the social pillar of 5e, but keep the mechanics as light as possible to not interfere with the natural game process when characters socialise.
I wanted to leverage existing mechanics and this is what I've come up with.
Each character gains advantage on their social rolls with certain groups and disadvantafe with others. Anything not listed is just a normal roll.
If a character is multiclassed, they use the class they have the most levels in. If they are even, then they must choose only one for the below to apply.
The social groups are purposely kept broad and can be modified depending on game type, but they are designed to mostly capture a general array of various groups in a fantasy setting. Soldiers for example could be mercenaries or guards, The Devout could be clerics and priests, but also devout lay people, The Underclass might be criminals and bandits, but could also be slaves and other misfortunates. Let me know if you think I've missed a major one! They are still a work in progress.
The rationale is that these classes know how to talk the talk of these people. They know what they really fear and how best to threaten that, and what the typically desire and so know how to tempt or convince them.
Conversely they are out of touch with their polar opposite and jusr aren't as effective with their manipulations.
So here they are:
Bard
Advantage: Nobles, Commoners
Disadvantage: Savages
Barbarian
Advantage: Savages
Disadvantage: Scholars
Cleric
Advantage: The Devout, Scholars
Disadvantage: Cultists
Druid
Advantage: Rural Folk, Feywild creatures
Disadvantage: Nobles, Shadowfell creatures
Fighter
Advantage: Soldiers, Common Folk
Disadvantage: Scholars
Monk
Advantage: Hermits, Common Folk
Disadvantage: The Underclass, Savages
Paladin
Advantage: The Devout
Disadvantage: Cultists, Savages
Ranger
Advantage: Rural folk
Disadvantage: City folk
Rogue
Advantage: The Underclass
Disadvantage: Nobles, Common Folk
Sorceror
Advantage: Elemental creatures, Hermits
Disadvantage: Scholars
Warlock
Advantage: Cultists, Extraplanar creatures
Disadvantage: The Devout
Wizard
Advantage: Scholars
Disadvantage: Soldiers
Thoughts and feedback welcome