I've been feeling like I'm missing a rule for inter-PC relationships and bonds. So here's a suggestion:
- You have one bond with each other PC. Each bond is represented by a risk die. How innovative! Each bond starts at dR6, higher values mean closer frienships.
- Whenever you help or hinder another PC, roll your bond dR. On a 1-3, your action has no effect. On a 4+, you can give them advantage or disadvantage. Yes, it's easy to hinder your closest friends: after all, they will care about your opinion!
- If you're helping, step down the dR on a 1-3 as usual (failing to help made things awkward). If you're hindering, step down the dR regardless of the result!
- If the bond die fizzles, the tension finally explodes and a big argument should happen!
- When you keep each other company around the campfire and/or share something personal, roll your bond dR. If you roll the maximum value, step it up. If you step it up above dR12, you have forged a lasting friendship that bards will sing about! Your bond dR can never be stepped down again, and you can mark it as a fulfilled objective for the purpose of leveling up.
Not completely sure for the rule about dR20 bond blocked, but that's pretty great.
ReplyDeleteI like the idea, but I don't think I'd personally use it for inter-PC relations, but for relations with institutions, power players and factions.
ReplyDeleteThat's an interesting mechanic! How would you decide what die a relationship starts with?
ReplyDeleteEric Nieudan At the character creation, give a couple of additionnal dice (say, dR6 and dR8, nothing game breaking) to roll on the equipement table OR directly use as Ally dR.
ReplyDeleteTore Nielsen That's pretty nice, too.
Pierre M Good idea. You could also add the dice to the common background tables I did some time ago.
ReplyDeleteThe Sharp Swords & Sinister Spells Addendum has an Adventuring Companion rule for characters with a special link — not every PC to every other, but special friends/companions, like Fafhrd and the Gray Mouser. It works off the base game’s luck mechanic, which uses a risk die for saving throws. The relationship itself isn’t represented by a die, but each companion can roll luck for the other, and step up their die for taking great risks on the other’s behalf.
ReplyDelete