Questions for my Campaign


Advice


I'm currently running what I pitched as Harry Potter crossed with Twin Peaks game. Players are all teen students of the Gryphon Rock School of Arcane Magic and in a heavy role playing game that is now transforming from fantasy high school simulation to court intrigue. I now am having some questions on how to handle some things, and I apparently can't find the suitable rule in the Pathfinder book.

Seduction
Is this part of some other skill? Diplomacy would work but they spun off Intimidate to it's own skill. Diplomacy in a heavy RP game is already becoming the goto skill probably too much. I have at least one high charisma PC who is willing to use her feminine ways to earn a MRS degree with one of the nobles also in the school. Should I just create a new skill to go along with Intimidate for that Valmont/Dangerous Liasons type stories or is already addressed someplace else.

Initial Reaction
For that matter, I've got lost of situations where the PCs meet somebody for the first time, monsters, NPCs, whatever. I can't seem to find an initial reaction chart anywhere or suitable roll. Again, there's Diplomacy, but sometimes, people just hit it off and get a good impression. They've already met the new king as well as other important NPCs. I'd liek a bit of randomness mixed in to determine who generally has good impression of who likes who.

Streetwise
PCs are in a new town trying to find the thieve's guild, what's the roll? Gather Information is now Diplomacy, which keeps popping up but then the guy most likely to settle state disputes is also the one most likely to know where the whores and coke are. Possibly not a bad example, but once again Diplomacy keeps popping up as the answer to encounters. I thought about Knowledge: Local but that seems more book learning and probably shouldn't carry over from city to city.

Reputations
While I'm at it, I'm looking for a good reputation system. I've seen the one in Ultimate Campaign, but not sold on a pay points system. Honestly, I'm more looking at something like the WoW system where completing adventures earns bonus' for various groups, but up to hear any suggestions.

Piety
Similar to reputation, due to reading various manga such as Lone Wolf and Cub, I've been thinking about having a Piety system, how devote the PC is to a particular god or honor system. Looking for something separate from level so even an exceptionally devote low level commoner could get something special. Something like the old AD&D OA Honor system might work. We've already decided that to actually get Raised in the campaign, you have to actually have shown worth to the god whose cleric will Raise you (or the cleric must use their clout with their god to get it done). Been playing with different ideas and thought I'd throw it out here with the rest.


Not sure why all the hate on diplomacy but if you to use a different skill for seduction, I would go with bluff. If you are actually interested in hooking up with the other person, that is diplomacy. However if you are seducing people in order to use them, that is bluff. If you try to get anything out of someone, that is a bluff.

Also knowledge local does cover the streetwise stuff. Local is knowing where the places are yourself. Diplomacy is asking directions. Knowledge local is tied to intelligence, but you shouldn't assume it is book learning. In fact, knowledge local probably most often comes from characters who hang around in cities most of their lives. That is why rogues get knowledge local, they didn't read the stuff in the book.


It's not a hate on Diplomacy. First I just wanted to know if I was missing something somewhere these were addressed. Next, it's going to do weird things if every social interaction except lying and threatening relate to the same skill so the casanova, the fence, and the stuffy diplomat are all equally good at the same things. Then it just lends to a god skill where everybody maxes out their feat, trait, and skill traits for the same skill. I'd sort of prefer if each person had their specialties.

Hrmm. Bluff is what the Book of Erotic Fantasy uses. Could possibly break it up into flirting and vamping for use of Bluff or Intimidation respectfully. The first being for trying to use wiles to influence reaction in ways not related to the physical outcome, while intimidate would be for the purpose of physical seduction as it's appealing to more emotional levels of the brain similar to using threats.


1.) See Lorila Sorita's answer.
2.) This is pure RP. It's your job as DM to gauge what player characters think of your NPC's and vice versa.
3.) Two part answer. If someone is trying to find out about the local thieves guild, it depends how they go about finding it. They could use bluff, diplomacy, intimidate, perception, etc. It all depends how the player RP's the situation. Also, knowledge local has this in the website, "Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)"
4.) This is VERY hard to nail out and is very individual to how your players roleplay their characters. For example, in my campaign, one of the PC's murdered a king and threw a coup. She did so well with her rolls that the people LOVE her. However, one of my NPC's who knows the truth absolutely hates her (but still fights with her because of aligned goals). She may have a great reputation among her subjects, but some people do hate her.
5.) It's not your job to devote a PC to a god. It's the PC's job to devote themselves to the god. This is a roleplay subjective stat for sure. For example, a PC could be super devout to a god, but because that PC pissed in the clerics Magic-O's cereal once, that cleric won't heal them.

I know I sound like I'm beating a dead horse, but most of your answers can be summed up with "role play and go from there". Let your players do what they need to do without bogging everything down in all of these extra rules that most people might not remember or get confused about. It's much easier that way.


1. Diplomacy is a huge skill. If you don't like that feel free to split into a few different ones. Personally I just use Charisma checks for straight seduction with minor bonuses from good physical stats and potentially high bonuses from RP/presentation decisions
2. Pure Rp/diplomacy rolls. Though I did have that one bard who maxed perform(Grand Entrance)
3. Combination of social skills. Depends on approach
4. Game of Thrones d20 has an interesting reputation system
5. Bonuses from devotion are in general a bad idea, specifically when you codify the benefits. Not that the idea doesn't have merits but divine boons should be a spontaneous thing as a response to good Rp. It is akin to rewarding an alchemist for performing research or a rouge charlatan convincing the local nobles of investing in his "buisness". Good to do but they should be done to develop the character not garner rewards


Seduction= Bluff
Initial Reaction= Sense Motive or Knowledge Nobility
Streetwise= Knowledge Local
Reputation...
You will need to find a good system that works for you. I would start with the individuals HD. I higher HD character has accomplished more to get there. Then you will need to determine bonuses based on social status, accolades, major achievements, etc.

I would say maybe a +1 to reputation for each ability modifier over +2 to start. A character might have some renown for being wise or strong. There should also be a rank structure that transfers to a tier for all occupations or +1 for every 4 ranks in a profession. A legendary blacksmith might have only that and his HD as his renown. While a lord might have +2 from his title, +1 for high CHA and other bonuses from accolades.

What your total renown can do for you is up to you. Maybe similar to Leadership?

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