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Community
General Tabletop Discussion
*Dungeons & Dragons
What if 5e had 2 types of roles
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<blockquote data-quote="KidSnide" data-source="post: 5702306" data-attributes="member: 54710"><p>The reason to think about types of challenges is that the design needs to focus on what characters actually do, and not on how they interact with the skill challenge framework. Nobody thinks: "I want a character that reduces the number of successes other characters need to win a challenge." They think: "I want a character who is sneaky and sly." </p><p></p><p>The purpose of identifying the different types of non-combat encounters so we can consider what roles (if any) are present in those kind of challenges and whether any sort of pattern emerges.</p><p></p><p>Consider the persuasion challenge. If you were creating a game that focused around persuasion challenges, what kind of niches would you build for the PCs? There is a scary character (a bad cop), the emotive character who builds friendship/trust (a good cop), a character that persuades through reason, a character who persuades through emotion, a character who tricks the target, a character who knows relevant information, a character who can find out relevant information, and/or a character that perceives the target's weaknesses. And I'm sure I'm missing some...</p><p></p><p>I'm just thinking out loud here, but maybe you scrap the skill system for an ability check system. Then you provide just a few buckets (athletics, infiltration, persuasion, perception, knowledge -- one bucket for each type of challenge) each with 10 or so traits like the ones listed above for persuasion. Each character picks 10 traits, but must pick at least one from each bucket. That way, characters can choose their specialties (or lack thereof), but are still guaranteed to have at least one trait that allows them to participate in each type of challenge.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5702306, member: 54710"] The reason to think about types of challenges is that the design needs to focus on what characters actually do, and not on how they interact with the skill challenge framework. Nobody thinks: "I want a character that reduces the number of successes other characters need to win a challenge." They think: "I want a character who is sneaky and sly." The purpose of identifying the different types of non-combat encounters so we can consider what roles (if any) are present in those kind of challenges and whether any sort of pattern emerges. Consider the persuasion challenge. If you were creating a game that focused around persuasion challenges, what kind of niches would you build for the PCs? There is a scary character (a bad cop), the emotive character who builds friendship/trust (a good cop), a character that persuades through reason, a character who persuades through emotion, a character who tricks the target, a character who knows relevant information, a character who can find out relevant information, and/or a character that perceives the target's weaknesses. And I'm sure I'm missing some... I'm just thinking out loud here, but maybe you scrap the skill system for an ability check system. Then you provide just a few buckets (athletics, infiltration, persuasion, perception, knowledge -- one bucket for each type of challenge) each with 10 or so traits like the ones listed above for persuasion. Each character picks 10 traits, but must pick at least one from each bucket. That way, characters can choose their specialties (or lack thereof), but are still guaranteed to have at least one trait that allows them to participate in each type of challenge. -KS [/QUOTE]
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What if 5e had 2 types of roles
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