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skill_specifics

Skill Specifics

In Dungeons and Dragons and Feelings, character interaction with both player characters and NPCs, is one of the most common and sought types of roleplaying, yet one of the least supported. Traditional 5th Edition D&D doesn't give players many diverse options for interacting with NPCs, or many at all for PCs, leaving little to encourage players to interact with each other on a mechanical and narrative level, without resorting to player versus player combat. The Skill Specifics in D&D&F seek to expand on given interpersonal skills in 5th Edition D&D, by changing the perspective with which certain skills are approached, giving a player more concrete and rewarding roleplaying options with their roll. In addition, the Skill Specifics tackles the age-old problem of using social skills on PCs as a way of forcing them to act, by reaching a compromise that doesn't involve forcing a player's hand, but still rewards a narrative choice. These changes seek to unify the gap between player character and NPC interactions, and hook the players into the narrative, beyond simply seeking higher and higher numbers.

Perception/Investigation

When you succeed on a perception or investigation check you may ask up to three of the following questions. Acting on the answers grants advantage on relevant rolls. If you fail by five or less, you may ask one.

  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?

Insight

When you succeed on an insight check against a character you may ask up to three of the following questions. Acting on the answers grants advantage on relevant rolls. If you fail by five or less, you may ask one.

  • Is your character telling the truth?
  • What’s your character really feeling?
  • What does your character intend to do?
  • What does your character wish I’d do?
  • How could I get your character to X?

Social Manipulation

  • Persuasion is convincing someone to do something because you will do something for them in return. It is opposed by a wisdom save.
  • Intimidation is convincing someone to do something because you will do something to them if they don’t. It is opposed by a charisma save.
  • Deception is convincing someone that something you say is true despite evidence or lack thereof. It is opposed by an intelligence save.

When you succeed on an intimidation, persuasion or deception check against a player character you they gain one experience if they do what you say and gain disadvantage on any rolls to not do that. If you fail by five or less, choose only one of those conditions.

When you succeed on an intimidation, persuasion or deception check against a non-player character you they they do or believe what you want you say. If you fail by five or less, they will do or believe what you say when you give them some reasonable evidence that you’re to be believed.

skill_specifics.txt · Last modified: 2017/02/23 17:15 by balketh