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*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="JamesonCourage" data-source="post: 6152832" data-attributes="member: 6668292"><p>This is why I think skills are incredibly powerful when it comes to narrative control situations like the example being mentioned now. I use a modified version of <a href="http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html" target="_blank">GitP's Diplomacy Rule</a> that I call Negotiation (and the DCs have been modified, etc.). If the Fighter had this skill (or a skill like it, but only for convincing people to fight him, like for a duel, etc.), then he could burst in, shout something like "I challenge all you weak-ass, pansy orcs to take me on, if you're man enough," and roll his skill check to get them to attack.</p><p></p><p>The GM, as of that point, sets the DC based on Risk vs Reward (do they perceive him as weak? If so, probably in the Fighter's favor), Relationship (Enemy, looks like, so since they distrust him, slightly harder to manipulate), and hit die (orcs are generally easier to manipulate than pit fiends). If the Fighter succeeds, the orcs take him up on his challenge, and attack him (so they don't appear weak). Of course, they'd have to understand the Fighter, but that makes sense, to me. Maybe his "challenge" ability that mimics Negotiation for fights also gives him "phrases to issue challenges in nearly every language, as well as dirty words in those languages"?</p><p></p><p>And, of course, if the Fighter tried to get, say, a drow wizard to attack in melee (which he could specify in his challenge, instead of just "fight me"), the Risk vs Reward would be harder, since the drow wizard sucks in melee (and probably has a higher Wisdom than those orcs). Again, he might be able to do it, though, if he gets a high enough result; that's just him getting under the drow wizard's skin, and the wizard taking him on. If the Fighter wants more reliable results, a straight "give me your best shot" would have an easier skill check DC than asking for melee combat (again, which makes sense).</p><p></p><p>This is why I wanted skills to be much more defined. You start giving people broad abilities like this one skill, and you've opened up a lot of space for what they can do to the narrative. I still want the skills well-defined (a lot more defined that 4e, 3.5's Diplomacy, etc.), though, and I just doubt we'll see that. And that's too bad, because you can have some really cool stuff come from it. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6152832, member: 6668292"] This is why I think skills are incredibly powerful when it comes to narrative control situations like the example being mentioned now. I use a modified version of [url=http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html]GitP's Diplomacy Rule[/url] that I call Negotiation (and the DCs have been modified, etc.). If the Fighter had this skill (or a skill like it, but only for convincing people to fight him, like for a duel, etc.), then he could burst in, shout something like "I challenge all you weak-ass, pansy orcs to take me on, if you're man enough," and roll his skill check to get them to attack. The GM, as of that point, sets the DC based on Risk vs Reward (do they perceive him as weak? If so, probably in the Fighter's favor), Relationship (Enemy, looks like, so since they distrust him, slightly harder to manipulate), and hit die (orcs are generally easier to manipulate than pit fiends). If the Fighter succeeds, the orcs take him up on his challenge, and attack him (so they don't appear weak). Of course, they'd have to understand the Fighter, but that makes sense, to me. Maybe his "challenge" ability that mimics Negotiation for fights also gives him "phrases to issue challenges in nearly every language, as well as dirty words in those languages"? And, of course, if the Fighter tried to get, say, a drow wizard to attack in melee (which he could specify in his challenge, instead of just "fight me"), the Risk vs Reward would be harder, since the drow wizard sucks in melee (and probably has a higher Wisdom than those orcs). Again, he might be able to do it, though, if he gets a high enough result; that's just him getting under the drow wizard's skin, and the wizard taking him on. If the Fighter wants more reliable results, a straight "give me your best shot" would have an easier skill check DC than asking for melee combat (again, which makes sense). This is why I wanted skills to be much more defined. You start giving people broad abilities like this one skill, and you've opened up a lot of space for what they can do to the narrative. I still want the skills well-defined (a lot more defined that 4e, 3.5's Diplomacy, etc.), though, and I just doubt we'll see that. And that's too bad, because you can have some really cool stuff come from it. As always, play what you like :) [/QUOTE]
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