True Name rules?

Firebeetle

Explorer
I've been rereading Wizard of Earthsea, which is better every time I read it.

I'm considering using some form of true name for my next campaign. Are there any 4e rules for this that anyone knows of?
 

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i think it might be a bit hard to implement, you would have to have alot of trust between the players and the DM to operate that kind of rule, and as all houserules, id talk with the group to make certain that everyone was on boeard with it.
i havnt read the book, but what ive seen from studio ghibli films with the true name thing in (tails of earhsea, spirited away etc.), id probably have the result of learning someones true name maybe a domination effect of some kind for enemies, and maybe some kind of bonus to any buff/healing etc. you give to an ally who has given you there true name.
i would also add in a ritual to find someones true name, maybe with a focus of a piece of them, like hair, blood or something.
i dont know about specifics, i might go away and work some out, but it might be a nice element to add, i quite liked the idea from the films.
 

You can pretty much reflavour every spell that there is to be a true naming. Hell, you could reflavour many of the martial powers that way too. Anything really complicated that a namer could pull off would simply be a ritual: and since rituals are pretty much pure plottery (ie - totally under DM control) requiring the knowledge of a target's true name to use certain rituals on them wouldn't be any stretch at all.
 

As far as rituals go, you could easily decide that finding out the true name of something is in fact part of the cost of the ritual. A little flavor text goes a long way.
 

I'm looking for more than flavor, but thank you for the ideas:

Things I've considered:
Adopting some of the rules from Arcana Unearthed translated for 4e. Using a true name improves healing effects and those you unnamed (unbound) don't get some effects and may have reductions on others.

Having something's true name allows you to do more damage to it, or makes your effect more acute (increase DC of saving throws)

Warforged get replaced by Soulbound, souls that are bound to an arcane construct body after death. Their name is inscribed somewhere on their person.

Any arcane user must also have a tattoo of their name on themselves.

Special rituals can allow a guess at names of some things.

Rituals that use truenames. These can include binding rituals in which the subject agrees to magical and unbreakable contract.

Ceremony feats that require name use. Powers at higher level may also require rituals to unlock (In fact, I'm thinking all dailies)

The idea is to make names an important commodity of information. The PCs may find themselves searching a dungeon for the name of the crazy abbot who once lived there, because they need it for a ritual to speak with dead. That abbott is the only one who knows the name of the dragon who is terrorizing the countryside. Once they have it, they have to use it to defeat the dragon or bargain with him.
 

More campaign concepts.

I'd like to reskin some races.

Warforged become Soulbound. People that die (particulary soldiers) have their souls bound to an arcane body. Thus, each Soulbound comes with an interesting backstory. Robocop for D&D.

Wilden become the Incarnates. If someone dies before they receive their name, their soul may return as an Incarnate. Incarnates have vague memories of their former life, and search for their Namer, the priest who knows their name. They start play as Unnamed and become Named as play progresses.

Shardminds become Runewalkers. Each shardmind has a "trueform" that is their name. Together, the Runewalkers are suppoused to form a great text.
 

The problem with true name stuff in fiction is that it functions like most other magic in fiction: it does just what the author wants it to do at the moment, with (typically) little regard for consistency or broader implications (it's been a while since I read Earthsea, but IIRC, knowing a critter's true name was practically an "I win" button for a wizard). That doesn't work in a game like D&D, where everyone - GM and player alike - has pretty clear mechanical rules to refer to. I agree, it's a cool idea, very cool, but putting in a game can be dangerous. It can be used against players more easily than by players, which can make players even more skittish about facing powerful opponents.

That said...

Learning a critter's true name should be a significant endeavor - not necessarily an adventure, but at least a skill challenge and/or a treasure cost. You could even make a true name the equivalent of a magic item - I'm thinking something like Boons, nonphysical items that provide benefits but aren't actual objects - and incorporate them as part of treasure distribution, within whatever scheme you use to do that. Another thought might be to make the use of a true name cost a healing surge, to represent the effort of using the Words of Creation.

You'll want to decide just what true names really do for the user, and build effects accordingly:
a) a general bonus against the victim - say a + to attack and skill rolls, or a free reroll would be easy to use and easy to balance; the size of the + depending on how potent you want true names to really be in mechanical terms.
b) an occasional whammy you can pull on the victim - an encounter or daily power with a significant effect. This can be all kinds of amusing things - dominate, defense penalty, stun, automatic critical hit, saving throw penalty, immediate interrupt action loss, whatever. It should fit the flavor of how true names actually work in your fluff, though.

You could also tailor the use of true names to the class or power source; for example, martial types can get a daily autocrit; arcanes get an automatic save fail, that kind of thing. In this case, each character needs to study the true name themselves to use it - with whatever costs in terms of time, energy and treasure. This prevents the whole party from all getting the same bonus from a single 'item' as well as adding some flavor where simply knowing the word is just the first step, but mastery of the name takes work.

P.S. Like the idea about Soulforged - I'll probably steal that one! (...must spread xp around...)

Good luck!
 
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I was thinking some sort of ritual for a chance to learn a true name. Each creature has a truename and there's a level dependent DC to learn it.

As for use, the simplest idea I have is adding a d6 to either attack or damage if you invoke a target's truename. Then adding feats and powers that build on that concept.

Using acute conditions from the New Conditions article might be an idea if you use a power that causes a condition that ends with a save. You use the target's truename, and the condition becomes acute (higher save to get rid of) That same article can increase the condition severity as well.

Alternatively, the power could have a push, pull or slide added.

hmmm, I think I'm onto something here.
 

I'm running with this idea, that knowing a true name amps up the attack.

So far
+1d6 to attack or damage
Conditions that save ends become acute ( ie DC 14)
Other conditions become increased using improved selection of condition from new condition
Any forced movement is increased by one
Any ongoing damage is increased by five
Any attack that lowers defenses does so by one more
Any attack that gives allies a bonus to attack is increased by one
Any attack that gives allies a bonus to damage is increased by five

In short, an opponent having your truename is a serious increase in pain, but it doesn't completely hose you.
 

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