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<blockquote data-quote="Erechel" data-source="post: 7291792" data-attributes="member: 6784868"><p>Don't misunderstand me. I appreciate what you are saying, but I differ from a thing you are saying: Role playing and using rules aren't at odds. Rules give consistency to roleplay, and don't replace it. Using the rules actually encourage smart thinking, as rules give an opportunity both to succeed and to fail. I you know that you only can ask anything to a king if you have a certain threshold of Renown, the players could be very creative to attain it. Renown is gained via adventure, wealth or rumours, and from any other source that could position the character in the political ground. Influence could be gained via making favors or presents to powerful figures. All of them could be gathered as resources for a goal. But these resources don't automatically reset after a night of sleep. Using number and thresholds gives you a mainframe, a measure of the achievements of the characters. </p><p></p><p>But also, you can't allow people rolling dice randomly or pick a skill and say "I use Intimidation to gather information; I rolled a 20". Believe it or not, it goes against the rules of 5e: the character say what they are doing and how, and the DM assigns the check and DC accordingly. </p><p></p><p>In a campaign recently finished where I was the DM, we include a lot of political intrigue. The most prominent characters were the rogue (an assassin and proficient con man with the Outlander background) and the half orc paladin, who got a lot of mileage using his soldier background. The Noble elven wizard faded to the backyard, even with fairly high Charisma (18, the highest in the party) because no one trusted a charming wizard. She still was the one invited to the parties and clearance to the court. We tracked resources (several maneuverings, minor adventures as a royal hunt and information gathering, favors, etc) to be actually heard at the King's council, who was to declare official an anti-magic religion. </p><p></p><p>They gathered renown, influence and information as I've said, and they actually felt like winning when the king said that they are a free religious state,even when the church was a staple on the King's new power. Of course, the church tried to overthrow and assassinate the king afterwards,to place a puppet government. All of this was a combination of crunch and roleplay, and was a dynamic and fun campaign.</p><p></p><p>Enviado desde mi XT1063 mediante Tapatalk</p></blockquote><p></p>
[QUOTE="Erechel, post: 7291792, member: 6784868"] Don't misunderstand me. I appreciate what you are saying, but I differ from a thing you are saying: Role playing and using rules aren't at odds. Rules give consistency to roleplay, and don't replace it. Using the rules actually encourage smart thinking, as rules give an opportunity both to succeed and to fail. I you know that you only can ask anything to a king if you have a certain threshold of Renown, the players could be very creative to attain it. Renown is gained via adventure, wealth or rumours, and from any other source that could position the character in the political ground. Influence could be gained via making favors or presents to powerful figures. All of them could be gathered as resources for a goal. But these resources don't automatically reset after a night of sleep. Using number and thresholds gives you a mainframe, a measure of the achievements of the characters. But also, you can't allow people rolling dice randomly or pick a skill and say "I use Intimidation to gather information; I rolled a 20". Believe it or not, it goes against the rules of 5e: the character say what they are doing and how, and the DM assigns the check and DC accordingly. In a campaign recently finished where I was the DM, we include a lot of political intrigue. The most prominent characters were the rogue (an assassin and proficient con man with the Outlander background) and the half orc paladin, who got a lot of mileage using his soldier background. The Noble elven wizard faded to the backyard, even with fairly high Charisma (18, the highest in the party) because no one trusted a charming wizard. She still was the one invited to the parties and clearance to the court. We tracked resources (several maneuverings, minor adventures as a royal hunt and information gathering, favors, etc) to be actually heard at the King's council, who was to declare official an anti-magic religion. They gathered renown, influence and information as I've said, and they actually felt like winning when the king said that they are a free religious state,even when the church was a staple on the King's new power. Of course, the church tried to overthrow and assassinate the king afterwards,to place a puppet government. All of this was a combination of crunch and roleplay, and was a dynamic and fun campaign. Enviado desde mi XT1063 mediante Tapatalk [/QUOTE]
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