silentspace
First Post
I said earlier there is an emphasis on politics and intrigue, and that your actions affect how NPCs behave towards you. This isn’t the random will of the DM (honest!). It’s through Charisma (Diplomacy) checks. Whenever something is said or happens that would tend to affect how the NPC perceives the PC, I give that NPC a Charisma check. I think the DMG says there is only one Charisma check per PC/NPC, but because you can have long-term relationships with many NPCs, I make multiple checks.
Semi-hypothetical example: The PC’s actions in the first fight were perceived badly by Darien and his men. This makes them less friendly towards the PCs. That can make the PCs less friendly towards Darien, which can continue in a downward spiral until Darien and his men decide to kick them out of the caravan or worse (assuming the PC’s don’t act first!)
Also, whenever there is a Charisma check, there are modifiers involved. It is usually either a positive or negative event that triggers a Charisma check, often a combination of many factors (actions, things said, etc). Usually a +/- 2 modifier per factor. This could add up to a significant modifier. There might also be other modifiers (for example the NPC is generally friendly or nasty)
So this can be very tough on you. On the other hand, you can also exploit it to your advantage. I think it adds to roleplay. Like if you want information from someone, doing or saying something extra can help you more than just asking point blank questions!
Semi-hypothetical example: The PC’s actions in the first fight were perceived badly by Darien and his men. This makes them less friendly towards the PCs. That can make the PCs less friendly towards Darien, which can continue in a downward spiral until Darien and his men decide to kick them out of the caravan or worse (assuming the PC’s don’t act first!)
Also, whenever there is a Charisma check, there are modifiers involved. It is usually either a positive or negative event that triggers a Charisma check, often a combination of many factors (actions, things said, etc). Usually a +/- 2 modifier per factor. This could add up to a significant modifier. There might also be other modifiers (for example the NPC is generally friendly or nasty)
So this can be very tough on you. On the other hand, you can also exploit it to your advantage. I think it adds to roleplay. Like if you want information from someone, doing or saying something extra can help you more than just asking point blank questions!