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Thread: [BIRTHRIGHT] Negotiation Rules
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10-02-2003, 05:03 PM #1
At 02:16 AM 10/2/2003 -0600, you wrote:
>What do you think? Birthright-ey enough?
>Is this helpful to anyone`s campaign?
I like it, and I find it helpful in a general way in that what I`m really
looking for is a more generalized D20 method of addressing multiple check
activities, rather than a single exposition regarding one type of multiple
check action. This is something that I understand a couple of D20 products
have tried to address, though rarely as completely as addressed by this set
of negotiation rules. Aside from this one, the only multiple check action
I can think of in D20 rules is the rules for seduction in Spycraft
D20. Generally, what appears to be happening is that specific multiple
skill check activities are being addressed by particular D20 products
because we have no 3e/3.5/D20 guide to such things. Unfortunately, the
rules presented by these D20 products tend to be rather specific since they
are developed for a particular aspect of the campaign theme that they
cover. A generalized system of portraying multiple check activities would
be very nice.
[We also need a couple more interactive skills, but that`s another issue....]
There are a few dribs and drabs on how to handle multiple check actions in
3e/3.5/D20. Take 20, or the occasional text in a skill description that
describes how a character might craft an item or earn an income over a
period of time using that skill. On the whole, however, the rules are
either silent on the complexities of things like negotiation, seduction,
forgery, research, interviews, etc. or the rules distill them down into an
amazingly over simplistic single check.
For BR purposes, of course, we have domain actions, but I`d suggest that
there is at least two, probably three steps between a month long domain
action and the single skill check of 3e/3.5/D20, and a like number of
guidelines for after the domain level of play. Between a skill check and a
domain action we need one set of generalized rules for multiple check
actions (kind of like the non-combat version of a combat encounter--or a
round by round version of a check) an extension of that into a day long
activity (which I`d compare to a craft check--someone spending the whole
day performing the same series of actions, or performing the "take 20"
equivalent of a round by round multiple check action) and maybe a multiple
day action before we can abstract into the domain level.
IMO a domain action is essentially multiple, multiple check actions
combined with multiple, single check actions and combined with the results
of an "average" success rate of tasks delegated to specific individuals,
and backed by a general bureaucratic infrastructure. That is, if we were
to take a domain action and "adventure it out" into a more traditional D&D
adventure
From there we might leap off into a "time jump" set of rules that might be
used to handle things like a character going off to collect, or in a BR
campaign establish the development of the continent since the death of
Roele.... but I digress.
Anyway, this set of rules for negotiation adds a few interesting tweaks to
some of the things I`ve been considering for my own changes to the skill
system, so I appreciate you posting it.
Gary
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