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Old 02-20-2007, 11:21 AM   #14
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Legal Immunity: Child

I think there's a general confusion about Legal Immunity evident in this discussion. Let me put it this way:

Legal Immunity prices the likelihood that you'll face consequences -- be they trivial or lethal -- for acting against the laws or customs that apply to your social position. This is because the group allowed to prosecute you is smaller than usual and/or because the odds of actually making a charge stick are low. Think of this as being comparable to a "frequency of appearance," rolled in the event that you commit a crime. Legal Immunity [15] might give a "prosecution roll" of 6 or less; Legal Immunity [10], 9 or less; Legal Immunity [5], 12 or less; and no Legal Immunity, 15 or less.

The severity of the punishments you face is essentially a reaction roll, rolled on a separate, special reaction table for each individual crime and/or plea, subject to a whole raft of special modifiers. Some modifiers might be fairly standard; e.g., "add Status," "apply any bonus for Social Regard (Respected)," or "the +2 for Diplomacy at 20+ applies normally." Some might be idiosyncratic; e.g., "Social Stigma (Valuable Property) adds +10, but roll on the Fines Table at no bonus for the slave's owner," "if the subject is known to have the Karate skill, all rolls on the Assault Table are at -4," and "those with Social Stigma (Minor) get +5 on the Murder Table." Some might even be inverted; e.g., "treat the bonus for Social Regard (Venerated) as a penalty on the Loss of Power of Attorney Table," "treat reaction penalties for Delusions and Paranoia as bonuses on the Insanity Plea Table," and "those who attempted Fast-Talk in court, successful or not, get -2 and not +2 for skill 20+."

However, since the full set of tables for all possible punishments, with all possible modifiers, would be huge, boring, and necessarily specific to one particular jurisdiction, we don't bother with it. We simply don't try to price such things at all. It doesn't matter that the king will chop your head off if that "prosecution roll" comes up 3-6; what matters is that on 7-18, nothing happens when you commit a crime. It also doesn't matter that your unique combo of advantages, disadvantages, and skills conspires to give you +20 on the reaction roll to weasel out of the one charge you're most likely to face; what matters is that there are thousands of other crimes for which you might face prosecution, and if you commit any of them, a roll of 3-15 will land you in court.

I'm not suggesting that there are actual "prosecution rolls" and "punishment tables" -- there aren't, and there won't be. However, that's the way to think of things when pricing Legal Immunity. Legal Immunity bails you out of the inconvenience of being charged, possibly jailed before trial, and/or having to take time to appear before the authorities -- all of which take an adventurer out of the adventure and/or lead to real expense or trouble if the adventurer refuses to show. Actual sentencing should be acted out and/or treated as a reaction roll in a way that allows clever player thinking, use of skills, bribery, etc., to bail the PC out of career-ending situations like execution or life in prison. Since the GMing advice "don't retire PCs on their players without at least offering a fair chance" applies equally to Legal Immunity [15] dukes and ordinary Joes, there's no price for that side of things.
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