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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Would a typical D&D town allow adventurers to walk around?
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<blockquote data-quote="Andor" data-source="post: 6365191" data-attributes="member: 1879"><p>Wasn't trying to speak for everyone. I assume that people understand the word "fun" is personal.</p><p></p><p></p><p></p><p>Two places. It's also listed as a possible Int check in the skill section. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>I would use Investigation as the logical skill to detect a forgery, but oddly enough they don't mention that under the skill. Which is weird since they have explicitly introduced the concept of forgeries into the game in two places. Which, as you say, is not a major element, but still.</p><p></p><p>Bribes are not mentioned at all. Personally I'd run a bribe as granting advantage on a Persuasion check, but if you fail you have offended the target. Similar to the 'raising the stakes' rule discussion thread.</p><p></p><p>Although probably the reason we don't see more about forgeries and bribes is that it's sort of a DM purview area, and will hopefully be addressed in the DMG. Or maybe not. We'll see.</p><p></p><p>Although come to that forgeries and bribes can both play into the whole "How does the town react to adventurers?" question in this thread. They could deal with hostile villagers by forging a document showing the party to be some sort of officials from the King/Parliment/Council of Elders/Whatever. Or they could simply buy their way into peoples affections. With cash for the high-ups, or if they'd rather have grassroots support a few restoration spells and a purify food/water could go a long way towards convining people that the heavily armed wanderers are allright.</p></blockquote><p></p>
[QUOTE="Andor, post: 6365191, member: 1879"] Wasn't trying to speak for everyone. I assume that people understand the word "fun" is personal. Two places. It's also listed as a possible Int check in the skill section. :p I would use Investigation as the logical skill to detect a forgery, but oddly enough they don't mention that under the skill. Which is weird since they have explicitly introduced the concept of forgeries into the game in two places. Which, as you say, is not a major element, but still. Bribes are not mentioned at all. Personally I'd run a bribe as granting advantage on a Persuasion check, but if you fail you have offended the target. Similar to the 'raising the stakes' rule discussion thread. Although probably the reason we don't see more about forgeries and bribes is that it's sort of a DM purview area, and will hopefully be addressed in the DMG. Or maybe not. We'll see. Although come to that forgeries and bribes can both play into the whole "How does the town react to adventurers?" question in this thread. They could deal with hostile villagers by forging a document showing the party to be some sort of officials from the King/Parliment/Council of Elders/Whatever. Or they could simply buy their way into peoples affections. With cash for the high-ups, or if they'd rather have grassroots support a few restoration spells and a purify food/water could go a long way towards convining people that the heavily armed wanderers are allright. [/QUOTE]
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Would a typical D&D town allow adventurers to walk around?
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