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On Behavioral Realism
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<blockquote data-quote="doctorbadwolf" data-source="post: 7956403" data-attributes="member: 6704184"><p>I think perhaps my 4e experience makes the Tools 5e very quietly has more obvious to me than to many others.</p><p></p><p>So, one way to resolve shaming a rival into stepping down because their escalation is unbecoming, is simply to use skill checks in combat. It’s generally an action, but I’d allow it as part of taking the Dodge Action, if you wanted to take a defensive stance while shaming the offender into putting his damned sword away and acting like a knight.</p><p></p><p>Intimidation seems like a good fit, but I’d also allow persuasion or even Insight paired with Charisma.</p><p></p><p>As for letting relationship impact checks, there are many ways in the 5e rules to do that, they just aren’t explicitly called out (I really want a D&D setting book that is focused on romantic fantasy, that would have stuff like relationships, group morale, etc, with a more detailed and up front presentation).</p><p></p><p>*Advantage and Disadvantage obviously is the simplest way to model the impact of a relationship on a roll. </p><p></p><p>*Morale can be renamed to Fellowship, or Hope, or any number of other things, from the DMG</p><p></p><p>*Loyalty from the DMG or the crew quality score from Ghosts can represent a relationship score</p><p></p><p>A homebrew idea for such a thing, to add an emphasis on such things.</p><p></p><p>Create an additional ability score that is not generated at CharGen, but instead varies with contacts. Call it your Fellowship Score. You can have anywhere from a -3 to a +3 in Fellowship, and you have a score for each Relationship. You also have a Faith Score, which is the same thing, but for Factions.</p><p></p><p>When a check is related to a Relationship or a Faction (maybe call them a Loyalty?), you use your Fellowship or Faith score instead of another Ability Score and add a relevant proficiency mod.</p><p></p><p>as for rewards, I find it pretty easy to just...not use the standard reward structure.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7956403, member: 6704184"] I think perhaps my 4e experience makes the Tools 5e very quietly has more obvious to me than to many others. So, one way to resolve shaming a rival into stepping down because their escalation is unbecoming, is simply to use skill checks in combat. It’s generally an action, but I’d allow it as part of taking the Dodge Action, if you wanted to take a defensive stance while shaming the offender into putting his damned sword away and acting like a knight. Intimidation seems like a good fit, but I’d also allow persuasion or even Insight paired with Charisma. As for letting relationship impact checks, there are many ways in the 5e rules to do that, they just aren’t explicitly called out (I really want a D&D setting book that is focused on romantic fantasy, that would have stuff like relationships, group morale, etc, with a more detailed and up front presentation). *Advantage and Disadvantage obviously is the simplest way to model the impact of a relationship on a roll. *Morale can be renamed to Fellowship, or Hope, or any number of other things, from the DMG *Loyalty from the DMG or the crew quality score from Ghosts can represent a relationship score A homebrew idea for such a thing, to add an emphasis on such things. Create an additional ability score that is not generated at CharGen, but instead varies with contacts. Call it your Fellowship Score. You can have anywhere from a -3 to a +3 in Fellowship, and you have a score for each Relationship. You also have a Faith Score, which is the same thing, but for Factions. When a check is related to a Relationship or a Faction (maybe call them a Loyalty?), you use your Fellowship or Faith score instead of another Ability Score and add a relevant proficiency mod. as for rewards, I find it pretty easy to just...not use the standard reward structure. [/QUOTE]
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