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<blockquote data-quote="RangerWickett" data-source="post: 8198441" data-attributes="member: 63"><p>The problem is that D&D, and most RPGs descended from it, don't have a 'social hit points' or 'spy hit points' the way they have 'combat hit points.' </p><p></p><p>If you roll poorly in a combat or use bad tactics, you'll get hit back and lose hit points. That helps you keep track of how close to losing you are. I tried to accomplish something similar with the spycraft rules, where one failed check equals peril (but an option to give up), and two failed checks equals actual failure at your task, likely with consequences.</p><p></p><p>But I <em>too </em>don't have a ton of experience with this model, so I erred on the side of "the PCs will probably succeed the checks." The limiting factor is not whether they succeed the checks, but the number of opportunities they have. They can't get every guest as an ally, because they don't have enough chances, so they can feel like they're making progress toward ruling out suspects. But they won't be able to rule out all the suspects before the actual climax, so there'll still be some uncertainty.</p><p></p><p>I hope that works in practice. It did in my playtest, but obviously I had a lot more time to plan and a more thorough understanding of the mystery and the NPCs.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8198441, member: 63"] The problem is that D&D, and most RPGs descended from it, don't have a 'social hit points' or 'spy hit points' the way they have 'combat hit points.' If you roll poorly in a combat or use bad tactics, you'll get hit back and lose hit points. That helps you keep track of how close to losing you are. I tried to accomplish something similar with the spycraft rules, where one failed check equals peril (but an option to give up), and two failed checks equals actual failure at your task, likely with consequences. But I [I]too [/I]don't have a ton of experience with this model, so I erred on the side of "the PCs will probably succeed the checks." The limiting factor is not whether they succeed the checks, but the number of opportunities they have. They can't get every guest as an ally, because they don't have enough chances, so they can feel like they're making progress toward ruling out suspects. But they won't be able to rule out all the suspects before the actual climax, so there'll still be some uncertainty. I hope that works in practice. It did in my playtest, but obviously I had a lot more time to plan and a more thorough understanding of the mystery and the NPCs. [/QUOTE]
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