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With the new AP being skewed towards political and role-play themes (I understand there will be things to stab still) I am already thinking of all the skill double ups.
In other games, someone will always have the concept and skill points in place and someone else will suddenly boost a skill and then there is a passive aggressive fight for who gets to use it and who is the "helper". And diplomacy seems to be the #1 skill I see happen as everyone (rightfully) wants to participate in the talking, even if they are also the main killy person.
So, with this one, I have a feeling most if not all players will want social skills (we will use Background skills from PF Unchained) and so to give everyone a fair chance, I was thinking of aligning the main three social skills (Dip, SM & Bluff) to a specialty. Each player chooses one and gets a small bonus when interacting within that specialty and a small penalty when not. That way, the person with the huge Chr who might be a noble like character isn't just swanning into the docks and getting the same results as the thief who has friends and street cred and vice versa. So here is my first mock-up, any insight or advice would be appreciated.
Etiquette: nobles, knights, government and anything do do with upper society
Street Cred: gangs, thieves, beggars, wharfies
Community: shop-keepers, locals, children, good aligned churches / followers
Dilettante: artists, singers, play-wrights, bards and philosophers
I would keep the factions separate as I guess the AP will have more involved rules for those.
* An additional idea to make it a little more distinct is maybe you start at 1 step worse with a non-specialised faction. That way, the guy with smaller diplomacy still seems like the best choice even with penalty.