Fallen Seraph
First Post
I was thinking about this last night, and was wondering what people on EnWorld would think.
So far we have seen in the Ampersand: Sneak Attack article; Combat and Utility Powers. We also know that there will be a "Social Combat Mechanic". This has got me thinking of perhaps another Power not shown in the article in the form of Social Powers.
While normal Social Combat would follow normal means of skill-based roleplaying, ie: Bluff vs. Sense Motive. Just like normal Combat would be Attack vs. AC.
There could also be special "At-Will", "Per-Encounter", or "Per-Day" Social Powers. Most likely these would follow under the above premise of Skill vs. Skill but with specific affects in place.
Now while it may seem odd for Social Powers to fall under the will, encounter, day formula.
I could foresee it being that will ones are very low-key, low-tension powers that can be easily done without any kind of worry/pre-development in the social encounter.
Encounter ones would be some where, there is a higher chance of failure causing serious harm in that social encounter thus amping up the tension and worry, ie: after done talking the PC would have to catch his breath because of how tense he had become.
Finally Day ones would be things that can make and break a alliance or possibly even cause the death of someone. This would be something so stressful and well plain-scary to do that you would feel absolutely exhausted afterwards.
As for the actual Powers here are a couple I envisioned off the top of my head:
Fame: Per Encounter
You may once per-encounter use your Bluff + Charisma to roll vs. Knowledge (Social???) or Streetwise.
If Succeed: They believe you are the famous individual you proclaim you are and act accordingly.
If Failed: They mistrust you, and increase their DC by 5 when being Bluffed.
Carouse a Fight: At Will
You may at will cause tensions to flare between two parties. Roll Intimidate + Insight vs. both parties Insight + Sense Motive.
If Succeed: If one rolls higher then 5 above opponent roll or succeeds 5 times in a row, they cause a fight to start between parties.
If Failed: Both parties view you hostilily.
Turn Ally: Per-Day
You may cause a NPC to turn against his allies. Roll Bluff + Insight vs. Sense Motive + Will.
If Succeed: NPC will view his former allies as enemies.
If Failed: He will view you hostilily as well as his allies.
Now... These may not be the best made powers, or make the most sense in terms of what is rolled. Since I am not that good at coming up with actual in-game mechanics, but I hope the idea comes across clearly enough.
I hope to hear what you think of such a idea.
So far we have seen in the Ampersand: Sneak Attack article; Combat and Utility Powers. We also know that there will be a "Social Combat Mechanic". This has got me thinking of perhaps another Power not shown in the article in the form of Social Powers.
While normal Social Combat would follow normal means of skill-based roleplaying, ie: Bluff vs. Sense Motive. Just like normal Combat would be Attack vs. AC.
There could also be special "At-Will", "Per-Encounter", or "Per-Day" Social Powers. Most likely these would follow under the above premise of Skill vs. Skill but with specific affects in place.
Now while it may seem odd for Social Powers to fall under the will, encounter, day formula.
I could foresee it being that will ones are very low-key, low-tension powers that can be easily done without any kind of worry/pre-development in the social encounter.
Encounter ones would be some where, there is a higher chance of failure causing serious harm in that social encounter thus amping up the tension and worry, ie: after done talking the PC would have to catch his breath because of how tense he had become.
Finally Day ones would be things that can make and break a alliance or possibly even cause the death of someone. This would be something so stressful and well plain-scary to do that you would feel absolutely exhausted afterwards.
As for the actual Powers here are a couple I envisioned off the top of my head:
Fame: Per Encounter
You may once per-encounter use your Bluff + Charisma to roll vs. Knowledge (Social???) or Streetwise.
If Succeed: They believe you are the famous individual you proclaim you are and act accordingly.
If Failed: They mistrust you, and increase their DC by 5 when being Bluffed.
Carouse a Fight: At Will
You may at will cause tensions to flare between two parties. Roll Intimidate + Insight vs. both parties Insight + Sense Motive.
If Succeed: If one rolls higher then 5 above opponent roll or succeeds 5 times in a row, they cause a fight to start between parties.
If Failed: Both parties view you hostilily.
Turn Ally: Per-Day
You may cause a NPC to turn against his allies. Roll Bluff + Insight vs. Sense Motive + Will.
If Succeed: NPC will view his former allies as enemies.
If Failed: He will view you hostilily as well as his allies.
Now... These may not be the best made powers, or make the most sense in terms of what is rolled. Since I am not that good at coming up with actual in-game mechanics, but I hope the idea comes across clearly enough.
I hope to hear what you think of such a idea.
