Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
[Homebrew]Differentiating classes for the Social Pillar
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CubicsRube" data-source="post: 7538789" data-attributes="member: 6848185"><p>Here is an idea I've had mulling around in my head for a while.</p><p></p><p>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. </p><p></p><p>I wanted to leverage existing mechanics and this is what I've come up with.</p><p></p><p>Each character gains advantage on their social rolls with certain groups and disadvantafe with others. Anything not listed is just a normal roll.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Conversely they are out of touch with their polar opposite and jusr aren't as effective with their manipulations.</p><p></p><p>So here they are:</p><p></p><p>Bard</p><p>Advantage: Nobles, Commoners</p><p>Disadvantage: Savages</p><p></p><p>Barbarian</p><p>Advantage: Savages</p><p>Disadvantage: Scholars</p><p></p><p>Cleric</p><p>Advantage: The Devout, Scholars</p><p>Disadvantage: Cultists</p><p></p><p>Druid</p><p>Advantage: Rural Folk, Feywild creatures</p><p>Disadvantage: Nobles, Shadowfell creatures</p><p></p><p>Fighter</p><p>Advantage: Soldiers, Common Folk</p><p>Disadvantage: Scholars</p><p></p><p>Monk</p><p>Advantage: Hermits, Common Folk</p><p>Disadvantage: The Underclass, Savages</p><p></p><p>Paladin </p><p>Advantage: The Devout</p><p>Disadvantage: Cultists, Savages</p><p></p><p>Ranger</p><p>Advantage: Rural folk</p><p>Disadvantage: City folk</p><p></p><p>Rogue</p><p>Advantage: The Underclass </p><p>Disadvantage: Nobles, Common Folk</p><p></p><p>Sorceror</p><p>Advantage: Elemental creatures, Hermits</p><p>Disadvantage: Scholars</p><p></p><p>Warlock</p><p>Advantage: Cultists, Extraplanar creatures </p><p>Disadvantage: The Devout</p><p></p><p>Wizard</p><p>Advantage: Scholars</p><p>Disadvantage: Soldiers</p><p></p><p>Thoughts and feedback welcome</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 7538789, member: 6848185"] 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Homebrew]Differentiating classes for the Social Pillar
Top