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#1 |
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Join Date: Jan 2008
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Diplomacy is different from other influence rolls (Exploits pg 10) in that "Exception: If you used Diplomacy, the GM will also make a regular reaction roll and use the better of the two reactions."
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#2 | |||||
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Join Date: Jun 2022
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It's the 'ye olde Thief' problem, the problem being Thief as a profession template is terrible and superfluous. So you either need to build your adventures around making the Thief uniquely useful* (mildly difficult and annoying) or accept that no one will want to play a Thief* (which is what I've done, and then toss int he stuff I normally would and let the PCs suffer for not having a Thief). * The parallel here being either you need to make non-combat skills more broadly useful (more applications and more opportunities to use them) or accept that the PCs will prefer minor inconveniences for not having them as they focus more solely on the core delving skills for their professions. Quote:
The "succeed or die" skills. They will absolutely preference those skills as failing those skills means death, where failing a Social Skill rarely does. So, as I've found, if you want them to respect Social Skills the stakes need to be a bit higher... which means if they're failing them all the time (12s really do suck), Players will feel as though they're being punished for making Characters by the book. It's something to think about and why I give out slightly more points so PCs can get to 13-14s in a few social and other Background skills. Because while those skills are rarely "succeed or die" skills, they come close. Quote:
Bards completely wreck normal Social party dynamics. Okay, at least that's been my experiences with Players making Very Handsome, very Charismatic Bards. If they go the high Bard Song, Luck, or Wealth route, your experience will likely differ. And if a Player tries to get you to allow them to play a Bard of the Nymph race from DF 3 The Next Level, just say no. Quote:
Anyway, in this case if the PC has both Leadership and Born War Leader I treat Leadership the way Diplomacy works This makes the Knight and Holy Warrior able to give commands as well as the Wizard... (Leadership is an IQ skill, Wizards tend to easily have very good Social Skills just by putting a point or two into those skills and thus are better than other templates that have to put in twice or more points to be as good. Wizards tend to be the biggest problems in my games with the "stepping on other's roles", both with Social skills and helping make Thief completely unnecessary.) |
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#3 | ||
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Join Date: Jan 2008
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"Sons of Mother Church, smite now the orcish hordes! For your wives and children's sake, stand fast, and may the One Above All guide your aim!" Last edited by sjmdw45; 01-15-2023 at 09:49 AM. |
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#4 | |
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Join Date: Jul 2021
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#5 | |
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Join Date: Jan 2008
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Trap-disarming (DX-based) and trap-creating (IQ-based) tend to be less important (e.g. avoid the trap or have a monkey or a wizard with Apportation set it off), but druids/bards/clerics/wizards are all good at trap creation anyway due to high IQ. Lockpicking and trap disarming can go on any high-DX character (Swashbucklers excel at important lockpicking due to Luck). Sneaking past sentries: druids are best (Create Animal + Rider Within), bards are good (Stealth + Hush spell, or just Loyalty), clerics are not good. (Wizards with Wizard Eye or illusions with Initiative are even better than druids unless it's necessary to physically interact, e.g. open doors.) Backstabbing enemies is just a subset of killing enemies, which almost anyone can do. E.g. an Elven Bard with Resist Sound on friendlies throws a Concussion and then uses Song of Humiliation to stun whoever made their HT-3 roll; or a druid's conjured wolves rip an enemy to shreds with All Out Attack (double); or a cleric invests enough in Innate Attack to reliably hit enemies in the face/skull with 2d6 Sun Bolt for 1 FP. And it's not like they can't do these things from a backstab--the elven bard in particular can succeed on a backstab roll most of the time, but maybe won't want to because backstabbing puts you in the middle of the enemies and leaves you vulnerable to being surrounded. But backstabbing isn't even restricted to thieves. Anyway, in the context of this thread, Leadership and clerics is a good fit. (Ditto Tactics.) |
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#6 | ||
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Join Date: Jun 2022
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Or just Barbarian it all (even sneaking, it's an average skill based on DX which Barbarian usually have at least 13 in). Whoa! We call them Barbarians now sir. Or easily tricked Hireling... Quote:
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#7 |
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Join Date: Dec 2015
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I've never been able to play as a PC in this system but I've always wanted to run a more social/leadership Knight. Lots of BWL talent, bit of appearance.
Two extra levels of Born War Leader and Attractive gives a total +6 on the initial roll to determine Loyalty for any fighter type, assuming you win the Leadership check for the extra +1. The IQ roll to find hirelings will be tough but other party members can lend complimentary rolls to help you, and you can roll Carousing or something to give yourself a bit of a buff also. For combat, I think its best to leave the GM controlling but let the player decide how to train their hirelings to act. Then, if you want them to act outside their programming so to speak, you take a Do Nothing manoeuvre and make a Leadership check to give new orders. 62 pointers I'd expect to be treated like fodder, no complex turns; 125 can maybe throw something in now and then. You could allow players to control hirelings/allies and tax them CP if they abuse that control (poor roleplaying), or step in if they're doing something out of character. I've never done it that way, but I've also never had a player wanting hordes of hired help. They way I saw it recommended that seemed interesting was player B controls Player A's minions and vice versa. Last edited by Expy; 01-18-2023 at 08:04 AM. |
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