Game Rules

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Zanaikin
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Game Rules

Postby Zanaikin » Fri Jun 26, 2015 2:11 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Zanaikin
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Misc Rules

Postby Zanaikin » Fri Jun 26, 2015 2:13 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Imported 5.0 Rulesets

Postby Zanaikin » Fri Jun 26, 2015 3:09 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Diplomacy Rework

Postby Zanaikin » Tue Jun 30, 2015 8:57 pm

(tentative)

The following is a general rework of the attitude system for better tracking, less abuse, and how Diplomacy will function towards it.

Attitude between two characters will be tracked by a single score ranging from -100 to +100. This range is divided into 9 steps with 20 range each (except Indifferent):

Cherished (+80 or higher): best friends and intimate partners
Close (+60 to +79): close friends and longtime companions
Friendly (+40 to +59): friends and trusted allies
Warm (+20 to +39): acquaintances
Indifferent (-19 to +19)
Cold (-20 to -39): ignores presence
Dislike (-40 to -59): wants you out of their sight, may turn hostile
Hate (-60 to -79): foes, will turn hostile should opportunity present itself
Despise (-80 or lower): sworn enemies


Influence Attitude

Influence Attitude may alter a creature perception towards you by taking 1 minute of continuous interaction. However the bonuses are only temporary (1d4 hours; boosted or lowered depending on circumstance). This action will function exactly as described in Pathfinder core rules.

However, with nine attitude steps as declared above instead of the Pathfinder system's five step scale, the two step limit (Diplomacy check exceeding the DC by 5) restricts attitude change much more. For example, if they start off with Dislike (as most enemies will), the most you can manage is make them Indifferent to you; they certainly won't jump sides and suddenly turn Friendly (not unless there's special circumstances involved).

Furthermore, the Diplomacy DC required to Influence Attitude are also modified to the following:

Starting Attitude vs Diplomacy DC (use higher)
Despise: DC 35 + Creature's Charisma modifier or (Passive Sense Motive + 20)
Hate: DC 30 + Creature's Charisma modifier or (Passive Sense Motive + 15)
Dislike: DC 25 + Creature's Charisma modifier or (Passive Sense Motive + 10)
Cold: DC 20 + Creature's Charisma modifier or (Passive Sense Motive + 5)
Indifferent: DC 15 + Creature's Charisma modifier or DC = Passive Sense Motive
Warm: DC 10 + Creature's Charisma modifier or (Passive Sense Motive - 5); user lower DC when determining if attitude lost
Friendly or better: DC 10 + Creature's Charisma modifier

In essence, while a high Diplomacy character may be able to make guards turn a blind eye or make a minor officer let you go, don't expect to walk around 'Befriending' important NPCs with just a few sentences.


Improve Relationship

This is a new action. Unlike Influence Attitude, which temporarily boosts another character's perception towards you, Improve Relationship will do it for the long term. By taking a daytime slot (morning, afternoon, night) to interact with another character, you may attempt to shift their attitude step by making a Diplomacy check (same DC as Influence Attitude). But instead of shifting the attitude by steps, this will instead alter their attitude score by a number of points equal to:

( 5 + every point by which your check beat the DC ) / attitude step modifier

The modifiers are:
Despise (5), Hate (4), Dislike (3), Cold (2), Indifferent (1), Warm (2), Friendly (3), Close (4), Cherished (5)

For example, if a character you're talking to has an attitude score of +33 (Warm: modifier 2), and your Diplomacy 31 check beat the DC20 by 11, you move them (5+11)/2 = 8 points toward positive, to a new long-term attitude score of +41; now they consider you their friend and may actively help you (ranging from free services every so while to across-the-board discounts)

Failing the check results in no change. Failing the check by 5 or more results in an attitude score decrease equal to:
every point by which your check failed / number of attitude steps away from either end

The new attitude will be kept until it improves further or declines due to negative reactions or simply neglect. Improving relationships in the long term will be a slow process, but may offer significant rewards.

You may not benefit from Improve Relationship action more than once per week. You may however, retry and take the higher bonus. Most NPCs are only available for this action during nighttimes and on weekend afternoons.

Bonuses:
Favorable occurrences such as going out on a shopping excursion or for lunch as part of the Improve Relationship action grants you advantage on the Diplomacy check. Offering the other character a well-received gift or favor may improve the check by anywhere between +5 (for a simple gift) to +20 (well-chosen, personalized, and valuable) to +50 (for something they deem a life-cherished goal).
(think Dragon Age style)

Services:
You may hire the services of a social adviser to give you a bonus on Diplomacy checks. This works using the Investigator class' 's A Quiet Word ability, allowing you to substitute their Diplomacy ranks (equal to their level) for your Diplomacy ranks for 1 check made within 24hrs; you also gain the bonus of 1 Investigator Inspiration Dice for the check. The costs will be based on the Pathfinder formula for spellcasting hiring.
Available advisers will be posted in settlement data (including their ranks, inspiration dice bonus, and cost per advice).



Bartering

You may barter to sell goods back into the market at a higher price than 50%. This requires you to take eight hours (2 time sessions) and a Diplomacy check. The selling price you achieve is based on the results of your Diplomacy check:
DC20: +5% (for 55% market price)
DC25: +10% (for 60% market price)
DC30: +15% (for 65% market price)
DC40: +20% (for 70% market price)
DC50: +25% (for 75% market price)
Note that the amount you can sell this way is still limited by the Market Purchasing Limit of the settlement you're selling in (which caps how much goods can be sold back to the market in a single week).
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great


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