I have never 'structured' one but I have played and run in one. It is always player driven.How would people structure a session without combat as the focus?
I have never 'structured' one but I have played and run in one. It is always player driven.How would people structure a session without combat as the focus?
How would people structure a session without combat as the focus?
Interesting. A city campaign is what triggered me to think about this… that and intending to convert some city based modules that don’t feature a lot of combat but do include many factions.Set up a situation with multiple factions and NPCs in conflict, and let the PCs find their way through the knot of intrigue, deciding who to talk to, in which order, how to approach them. City scenarios are great for this. Then set up a few "bumpers" along the NPCs that will send players in another direction by providing new/conflicting information, etc.
Same with trying to figure out how to use other skills. Trying to convince a healer that you know the source of a plague? Don't call for a persuasion check, call for a medicine check.
Most of the time it's obvious, it it's not I'll clarify before asking for a roll or they'll simply ask for a deception check. Although if someone wanted to use (random example) Arcana instead of deception I might allow it. If you can't dazzle 'em with brilliance baffle 'em with BS, right?Ha, ha. We have ample real world evidence of people using persuasion (or intimidation) rather than medicine in such situations.
I like your overall point, but what if you call for a deception check and the player says, "but I'm not trying to deceive them." Would you change the skill check? Do you base the skill check on the NPC's (DMs) reaction or the player's intent? I can see problems with both. Is a player out of line for questioning (negotiating?) the skill check?
Sure, what does that look like though?I have never 'structured' one but I have played and run in one. It is always player driven.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.