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General Tabletop Discussion
*Dungeons & Dragons
[Homebrew]Differentiating classes for the Social Pillar
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7539488" data-attributes="member: 15882"><p>I think that's automatic. As soon as you are turned Your 'type' changes to 'undead' and 'goth'. </p><p></p><p>BUT...on-topic!</p><p></p><p>I think it really depends how broad you want the terms to be.</p><p></p><p>You can use Aristocrat to be any 'rich person with influence'. If you do that then, in The Capital City, it's going to be people who are probably incredibly rich and have a fair bit of influence. </p><p></p><p>In a rural setting, in might be a clan chief or a Mayor whose influence doesn't reach further than the Tribe's herds or the villages fields.</p><p></p><p>But, if you are in the Capital City, talking to the Clan Chief from that rural town trying to convince him to help you meet the King, Aristocrat might not apply. </p><p></p><p>The other option is to get super-specific...but if you do that, you risk the 'Ranger's Favoured Enemy' problem.</p><p></p><p>You could do something like: Artists, Merchants, Mercenaries, Politicians, Blue Collar, White Collar, Servants, Military...</p><p></p><p>It's still generic enough to apply often enough but Kind of specific as it relates to class and profession. Blue Collar could be a farmer or fisherman, White Collar could be a Barrister or Administrator of some kind</p><p></p><p>Or you could create factions - like guilds and stuff 'The Masons' and let players just get an advantage when dealing with those groups...but if you do that, I see no reason to codify rules. Just hand-wave it when it seems appropriate.</p><p></p><p>....and once you figure that out, you still have to decide on how to implement the system...</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7539488, member: 15882"] I think that's automatic. As soon as you are turned Your 'type' changes to 'undead' and 'goth'. BUT...on-topic! I think it really depends how broad you want the terms to be. You can use Aristocrat to be any 'rich person with influence'. If you do that then, in The Capital City, it's going to be people who are probably incredibly rich and have a fair bit of influence. In a rural setting, in might be a clan chief or a Mayor whose influence doesn't reach further than the Tribe's herds or the villages fields. But, if you are in the Capital City, talking to the Clan Chief from that rural town trying to convince him to help you meet the King, Aristocrat might not apply. The other option is to get super-specific...but if you do that, you risk the 'Ranger's Favoured Enemy' problem. You could do something like: Artists, Merchants, Mercenaries, Politicians, Blue Collar, White Collar, Servants, Military... It's still generic enough to apply often enough but Kind of specific as it relates to class and profession. Blue Collar could be a farmer or fisherman, White Collar could be a Barrister or Administrator of some kind Or you could create factions - like guilds and stuff 'The Masons' and let players just get an advantage when dealing with those groups...but if you do that, I see no reason to codify rules. Just hand-wave it when it seems appropriate. ....and once you figure that out, you still have to decide on how to implement the system... [/QUOTE]
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[Homebrew]Differentiating classes for the Social Pillar
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