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<blockquote data-quote="Fenris-77" data-source="post: 7997931" data-attributes="member: 6993955"><p>Nice work, very nice work. I'm very much in line with your desire to overlay some soft mechanics on social interaction and some related subsystems. It's my prime complaint about 5E generally, and a lot of my system hacking time is spent doing more or less what you're doing here. To shine a little light on some of my suggestions to follow, I borrow a lot of ideas from <em>Blades in the Dark </em>when it comes to cumulative success tracked on clocks, so that's where that comes from. I also use a 5E version of the flashback mechanic.</p><p></p><p>For extraction, I was sort of expecting the skill rolls to be the other way round, with the PCs using CHA Deception to overcome the targets WIS Insight. It works both ways though. Have you considered using gradients of success to vary the quality of information extracted? So, say, for every five you beat the DC by you get additional details or whatever? Just a thought.</p><p></p><p>One of the ways I like to encourage party cooperation in these sorts of skill challenges is to link the results. So one party member does some info gathering and surveillance to determine the targets habits, likes and vulnerabilities. That allows the Face PC to go in armed with specific levers to get what he wants, either through blackmail, common interest, whatever. For example, maybe the targets daughter goes to school X for Y. There are a ton of ways to use that. I'll usually provide moderate bonuses for a successful previous part of the montage and/or increase the DC for a failed one. </p><p></p><p>I like the pursuit rules. The use of environment and discrete stages with different challenges is a great way to model that. On the subject of things like move through danger, would you consider also having the pursued character also roll? When I think of cinematic pursuits scenes, the fleeing party often runs into difficulty and the relative success of navigating that danger either close or open the distance. I usually use opposed clocks for this sort of thing. If the pursued fills his clock first he escapes and in the PCs fill theirs first he is caught. I like clocks because as the DM it's easy to set the number of segments to reflect how you want the scene to play out. If you want a quick chase set the segments low, and if you want something more dramatic, set the segments higher. I also think some way to link the skills of the pursued more firmly to their success at escaping would be good, and especially useful when it's the PCs doing the escaping, so they can better see the effect of their skills on the scene, rather than having the focus be quite so firmly on skill tests made by the pursuer. </p><p></p><p>I have to do some actual work here, so I'll get back with my thoughts on the Secret Mission section later on. Again, great work, and I'm going to steal some of it shamelessly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(y)" title="Thumbs up (y)" data-smilie="22"data-shortname="(y)" /></p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7997931, member: 6993955"] Nice work, very nice work. I'm very much in line with your desire to overlay some soft mechanics on social interaction and some related subsystems. It's my prime complaint about 5E generally, and a lot of my system hacking time is spent doing more or less what you're doing here. To shine a little light on some of my suggestions to follow, I borrow a lot of ideas from [I]Blades in the Dark [/I]when it comes to cumulative success tracked on clocks, so that's where that comes from. I also use a 5E version of the flashback mechanic. For extraction, I was sort of expecting the skill rolls to be the other way round, with the PCs using CHA Deception to overcome the targets WIS Insight. It works both ways though. Have you considered using gradients of success to vary the quality of information extracted? So, say, for every five you beat the DC by you get additional details or whatever? Just a thought. One of the ways I like to encourage party cooperation in these sorts of skill challenges is to link the results. So one party member does some info gathering and surveillance to determine the targets habits, likes and vulnerabilities. That allows the Face PC to go in armed with specific levers to get what he wants, either through blackmail, common interest, whatever. For example, maybe the targets daughter goes to school X for Y. There are a ton of ways to use that. I'll usually provide moderate bonuses for a successful previous part of the montage and/or increase the DC for a failed one. I like the pursuit rules. The use of environment and discrete stages with different challenges is a great way to model that. On the subject of things like move through danger, would you consider also having the pursued character also roll? When I think of cinematic pursuits scenes, the fleeing party often runs into difficulty and the relative success of navigating that danger either close or open the distance. I usually use opposed clocks for this sort of thing. If the pursued fills his clock first he escapes and in the PCs fill theirs first he is caught. I like clocks because as the DM it's easy to set the number of segments to reflect how you want the scene to play out. If you want a quick chase set the segments low, and if you want something more dramatic, set the segments higher. I also think some way to link the skills of the pursued more firmly to their success at escaping would be good, and especially useful when it's the PCs doing the escaping, so they can better see the effect of their skills on the scene, rather than having the focus be quite so firmly on skill tests made by the pursuer. I have to do some actual work here, so I'll get back with my thoughts on the Secret Mission section later on. Again, great work, and I'm going to steal some of it shamelessly. (y) [/QUOTE]
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