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<blockquote data-quote="steeldragons" data-source="post: 8564295" data-attributes="member: 92511"><p>My system goes into/adds to social interactions through a couple of avenues.</p><p></p><p>1) Certain classes have a given feature that assists their interactions in situational circumstances.</p><ul> <li data-xf-list-type="ul">Ex. 1: Thieves get "Rogue's Guile" (early, I want to say at 2nd or 3rd?) that lends a bonus to skill rolls to deceive (persuasion), Insight rolls to assess another -and if they are trying to deceive you, and/or to notice others in your vicinity attempting to use roguish skills or talents: using sleight of hand to pick your or your buddies' pockets, cheating at games of chance in front of you, surreptitiously draw their weapon, etc...; using stealth to hide or move silently within your view; using persuasion to flim-flam you, bilk you in a negotiation, out right lie, etc...</li> <li data-xf-list-type="ul">Ex. 2: Fighters -again, I think from 2nd level on, maybe 4th- get "Veteran's Camaraderie." This gives them interactive bonuses with our warrior types of equal or lesser level than they are. Some of that "respected peer/bro's-in-arms" thing that people from the military or law enforcement seem to have. So, the Fighter is probably going to do pretty well having to deal with, say, your average soldier/troop, that 0 or 1st level town guard, and other warriors you come across. To contrast, Cavalier's get "Courtly Courtesy" which is interactive bonuses to/with other knights (of equal or lesser level), evoking awe and cooperation from commoners and servants (squires, stableboys, etc...), and respect and possible assistance from nobles.</li> </ul><p>And each kind of class have something in that vein. It's not going to make you the best orator or super-socialite everywhere. But it's going to give your character some instances, at some points in play, where they can shine in a social/interactive situation.</p><p> </p><p>For 5e's purposes (or 5.5/6e's incorporation) you could just make these discreet Feats that are permitted to certain class types and/or species and/or levels. </p><p></p><p>2) The second is basically something that 5e already has/does, Inspiration/inspiration dice, just implemented differently. You've seen it in different RPGs, I'm sure. Something like "Fame/Infamy" points or "Popularity, different games call it different things. The '80s Marvel Superhero rpg called it "Karma" I think. If I'm remembering correctly, it was basically: if you build up your goodwill/heroic feats and notoriety, you accrued "Karma points." Then you could spend them to increase or extend your powers/abilities beyond their typical use or power level.</p><p></p><p>This is kinda the same thing.</p><p></p><p>But instead of it being a random -when the DM decides to give you Inspiration points (though that is totally possible as well), or a Bard with you doles some out- you get an automatic point per level from 6th on. In my system, I call it "Renown." But call it "Karma," call it "Inspiration," call it "Infamy" it's all the same thing. The characters are becoming noted and that bolsters their ability to act, including a bit of sway over the "normal folks" of the world.</p><ul> <li data-xf-list-type="ul">You can use those points "per day." They refresh each morning.</li> <li data-xf-list-type="ul">You can use the point to re-roll a d20 of whatever type or to add a die (d6 or d8, depending) to a specific kind of roll. You must, of course, declare which way you're spending it before you roll.</li> <li data-xf-list-type="ul">They can also be used to automatically shift creatures with less HD than your level reactions towards you -whether this is done with deception or intimidation or just plain impressed by your "awesomeness," can be fluffed however works for the situation. Presumably this is for the better...but then, if you wanted to incite a group of goblins to lose their cool and chase/attack you (instead of the innocent farm folk they're about to skewer), you could do that too. But making the wary merchant agree to part with that dohicky you really need/want at a price he might not otherwise, because you are so clearly a great (capable, handsome, admirable, heroic, et al) champion, is handy too.</li> </ul><p>There are, of course, other "feats" or "backgrounds" (as 5e would deem them) for players to choose that can boost their social skills and interactive prowess.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8564295, member: 92511"] My system goes into/adds to social interactions through a couple of avenues. 1) Certain classes have a given feature that assists their interactions in situational circumstances. [LIST] [*]Ex. 1: Thieves get "Rogue's Guile" (early, I want to say at 2nd or 3rd?) that lends a bonus to skill rolls to deceive (persuasion), Insight rolls to assess another -and if they are trying to deceive you, and/or to notice others in your vicinity attempting to use roguish skills or talents: using sleight of hand to pick your or your buddies' pockets, cheating at games of chance in front of you, surreptitiously draw their weapon, etc...; using stealth to hide or move silently within your view; using persuasion to flim-flam you, bilk you in a negotiation, out right lie, etc... [*]Ex. 2: Fighters -again, I think from 2nd level on, maybe 4th- get "Veteran's Camaraderie." This gives them interactive bonuses with our warrior types of equal or lesser level than they are. Some of that "respected peer/bro's-in-arms" thing that people from the military or law enforcement seem to have. So, the Fighter is probably going to do pretty well having to deal with, say, your average soldier/troop, that 0 or 1st level town guard, and other warriors you come across. To contrast, Cavalier's get "Courtly Courtesy" which is interactive bonuses to/with other knights (of equal or lesser level), evoking awe and cooperation from commoners and servants (squires, stableboys, etc...), and respect and possible assistance from nobles. [/LIST] And each kind of class have something in that vein. It's not going to make you the best orator or super-socialite everywhere. But it's going to give your character some instances, at some points in play, where they can shine in a social/interactive situation. For 5e's purposes (or 5.5/6e's incorporation) you could just make these discreet Feats that are permitted to certain class types and/or species and/or levels. 2) The second is basically something that 5e already has/does, Inspiration/inspiration dice, just implemented differently. You've seen it in different RPGs, I'm sure. Something like "Fame/Infamy" points or "Popularity, different games call it different things. The '80s Marvel Superhero rpg called it "Karma" I think. If I'm remembering correctly, it was basically: if you build up your goodwill/heroic feats and notoriety, you accrued "Karma points." Then you could spend them to increase or extend your powers/abilities beyond their typical use or power level. This is kinda the same thing. But instead of it being a random -when the DM decides to give you Inspiration points (though that is totally possible as well), or a Bard with you doles some out- you get an automatic point per level from 6th on. In my system, I call it "Renown." But call it "Karma," call it "Inspiration," call it "Infamy" it's all the same thing. The characters are becoming noted and that bolsters their ability to act, including a bit of sway over the "normal folks" of the world. [LIST] [*]You can use those points "per day." They refresh each morning. [*]You can use the point to re-roll a d20 of whatever type or to add a die (d6 or d8, depending) to a specific kind of roll. You must, of course, declare which way you're spending it before you roll. [*]They can also be used to automatically shift creatures with less HD than your level reactions towards you -whether this is done with deception or intimidation or just plain impressed by your "awesomeness," can be fluffed however works for the situation. Presumably this is for the better...but then, if you wanted to incite a group of goblins to lose their cool and chase/attack you (instead of the innocent farm folk they're about to skewer), you could do that too. But making the wary merchant agree to part with that dohicky you really need/want at a price he might not otherwise, because you are so clearly a great (capable, handsome, admirable, heroic, et al) champion, is handy too. [/LIST] There are, of course, other "feats" or "backgrounds" (as 5e would deem them) for players to choose that can boost their social skills and interactive prowess. [/QUOTE]
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