Showing posts with label knowledge. Show all posts
Showing posts with label knowledge. Show all posts

Saturday, March 7, 2020

Reveal Details About Your Character Through Flavor-Based Skill Checks

There's a struggle that comes with effectively bringing across a character with layers. Making one is hard enough, but peeling back those layers and letting the rest of the table see all the work you did can sometimes feel like grandstanding instead of sharing. And in the spirit of the old writing tip of show, don't tell I thought I'd offer one of my favorite tools to use at the table to pique my fellow players' interest.

Flavor skill checks.

Hey Steve, you've got Knowledge (Nobility) right? Roll me a quick check...

How Does A Flavor Check Work?


Typically the DM is the only one who asks people to roll dice, and even then only if it's something that actually matters. However, much like how a DM might ask for Perception checks to notice little details, or for certain Knowledge rolls to provide hints and tips, you can do the same thing as a player. And often it's a handy way to bring across clues about your character's history without just sitting there and reading everyone your nine-page backstory.

That flourish... I've seen it before. Just can't recall where.
As an example, say you're playing a sorceress who calls herself Elsmere Oaks. Tall and proud, she always dresses in flowing garments, and she's the first to step in to protect the weak. On the surface she seems to be just another adventurer with a good heart, and a unique talent... but there's more to her. A noble girl who was betrothed to a man she hated, she fled her name and her marriage when her powers exploded into being at the dedication feast in her and her spouse's honor... but how do you bring that across in an organic way?

Well, one way to do it is with a flavor skill check.

For example, if she shouts her family's battle cry, "Wine of Victory!" (found in 100 Fantasy Battle Cries (and Their Histories) for those who are curious), that might be a clue for those with a knowledge of history, or nobility, as to her true family name and origin. If a certain type of bloodline is associated with her noble house (and if she casts her spells in a way that suggests she had a tutor rather than figuring them out on her own), those with an appropriate arcana, history, or nobility check might get a clue. If someone catches sight of a signet ring buried in her wallet, or notices that she has rather refined tastes for a wandering adventurer, they might also start to suspect there's more to her than meets the eye.

Giving out your information in this way serves several purposes. First, it avoids telling your fellow players outright all of the behind-the-scenes information about your character, while still giving them clues. Also, by handing it out as a reward to players with certain skills, it makes the clue feel more special. It also turns it into a back-and-forth interaction; their PC noticed something, but what does the other player do with that clue? Do they look a little harder to make another check? Try to be subtle about it in conversation with your character? Ask the rest of the party if they noticed what they noticed? Or do they just walk up and ask point black about it?

These clues should be small things that give hints, which over time allow you to seed your details into your fellow players' hands, and help weave your stories together over time. And, generally speaking, you want to offer a few of them here and there, rather than dropping a big load of them all at once.

Subtlety is The Key, Here


Some details are... less subtle than others.
The whole point of flavor checks is they're meant to be smaller details that provide clues, rather than big baseball bats to hit someone over the head with. While big reveals are definitely cool (such as the Shadow Summoner not revealing her eidolon to her companions until after she's come to trust them because she worries they'll fear or reject her), flavor checks are more for planting seeds that get the rest of the table curious.

A few examples, for those looking for inspiration:

- Koren Fellhand is a broad-shouldered, long-haired man with a thick beard and a full laugh. Those who see him might discount him as a threat due to his wide smile and heavy belly, but the enchanted ring on the middle finger of his left hand marks him as a one-time member of the elite mercenary company the Acolytes of Arannis (found in 100 Random Mercenary Companies). The war wizards who fought beneath those glowing banners could destroy entire legions with a wave of their hands, and though he seems a gentle enough fellow, only those who completed their contract were allowed their rings as a keepsake.

- Therishan Bane: A mahogany-skinned warrior with deep frown lines and a shorn scalp, those who have met Therishan have found her curt, easily-riled, and unpleasant. Those who recognize the winged skull on her sword's guard may find it hard to believe she was ever a member of the Grave Wardens (found in 100 Knightly Orders), but her knowledge of the living dead and how to put them back in the ground speaks to a well of experience she keeps out of sight.

- Cedran Grande is a friendly man with a streak of white through his red hair. Often dressing simply, he always has a pair of iron-studded bracers around his wrists. Those who've caught him without them have seen the brand of the Firehands (found in 100 Gangs For Your Urban Campaigns) that he still carries. Arcane arsonists and deadly enforcers, that doesn't sound like the man his companions have come to know... but the brand is old, the edges blurred from healing, and it's possible that at least some of his acts of charity are driven by a guilty conscience, and a heavy heart.

If you want to have your fellow players make flavor checks, think of specific things they'll notice about your character's word choices, their tattoos, their scars, their gear, their accessories, or even the way they fight, or how their powers work. One little clue can often be the spice that gets others invested in what you're doing, turning it from you telling everyone about your PC into a game where everyone finds out about one another.

Try it... you might like it!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, December 30, 2019

DMs, Provide Options For Characters With "Useless" Skills (in Pathfinder)

Skill checks are some of the most common rolls we make in our games, and generally speaking if a player invests points into a skill it means they intend to use it as part of their character. However, too often DMs will just ignore the variety of options, and ask for the same basic checks over and over again. With a bit of creativity, though, you can bring some of the oddball abilities people don't typically think about into the game, and make the players who invested in them feel vindicated in their choices.

Well, the message seems clear, but the double meaning could be the key to this whole thing...

Appraise, Linguistics, Sense Motive, and More!


There are some skills that get all of the attention when it comes to a Pathfinder game. Perception checks are legion, for example, and Bluff, Diplomacy, Stealth, and Acrobatics checks tend to be made pretty often as well. Intimidate checks, too, if you're sassy or have class features that rely on demoralizing opponents in combat.

But when was the last time you heard a DM call for an Appraise check? Or a Linguistics check? Or when someone actually used Sense Motive for something other than giving the rogue the hairy eyeball?

I'm watching you, knife boy.
However, all of these skills have rather specific uses that can be incorporated into a game, if you read the fine print on what you can do with them. The difficulty is that many of us who sit in the big chair tend to skim this section, and it's a real missed opportunity for our players.

As an example, it's possible for someone who has a solid Appraise skill to tell you the approximate value of an item, sure, but you can also discern if the item is magical or not. It won't tell you a magic item's properties, but if the dwarven craftsman and the half-elf sorcerer put their heads together, suddenly you've turned what was a boring bit of bookkeeping into a team effort to yield some impressive results. You could treat the successful Appraise check as granting a small bonus to the caster who's trying to figure out what the item does through Spellcraft, as well, as it's something of a clue as to the potency of the magic when you know what it might go for on the open market.

Or if you'd prefer someone roll a Knowledge (History) check on an item, perhaps the person with Appraise could get some of the information. They may not know precisely why this style of weapon is so valuable, but that maker's mark, unique crossguard, and the pattern of waves in the steel always goes far above market price. Maybe they've heard it was the product of a dead master smith, or because the blade never needs to be sharpened, and it can cut through steel like butter.

Can't say for sure, but I know a guy would give us half his year's take for that thing.
Similarly overlooked skills could come into play in interesting ways just by reading their alternative uses, and asking how that might play into your plot. Because yes, Sense Motive helps you tell when someone is lying, and it's used to activate certain potent feats, but it can also be used to intercept secret messages being passed with the Bluff skill. So whether the players are having a meeting with the local thieves' guild rep who's trying to tell his second-in-command to poison the party's tea, or the party is trying to figure out who the assassins at the duke's party are, this could give them a clue as to what's happening.

As with most skill checks, it shouldn't be the only way for the party to get clued-in to the plot, but if the monk who took this skill solely because it's necessary for his fighting style feats gets a chance to shine with it out of combat, so much the better!

Linguistics is a skill most players only take to speak more languages, but it can also be used to create and spot forged documents, as well as to translate hidden meanings in old or cryptic writing. So if you've got a puzzle that needs to be deciphered, or the bard really needs the proper passes with notarized seals to pull off the lie that he's a knight errant in the city on official business with his retinue, then whoever invested in this skill can make sure the party has all the props and information it needs. Those with ranks in the Profession skill know all the basic things about their profession, and they can answer questions without even making a roll... which is why they would be the first to notice if the "soldiers" at the door, or the supposed "sailors" on the diplomat's boat are sending up red flags. Use Magic Device can be used to activate wands and scrolls, sure, but it can also be used to trick an item into believing you have a certain stat, a particular alignment, or even that you're a member of a particular race, which might allow the overly curious rogue to dope out what the enchanted robe responds to so the party can figure out what it's for.

Know What Your Party Can Do (And Include It)


While you have a lot to balance as a DM, it's important to know what your party is actually capable of when you're setting them their challenges. Otherwise you're liable to get blind-sided when your big bad bosses get creamed in two shots because you forgot how smite worked, or when the supposedly simple encounter ends up crippling the party because you overlooked the fact that they can't repair ability damage.

Crap... ugh... walk it off?
The same is true for their skills. While you don't need to have your players' sheets memorized, you should know roughly which skills are at your table, and which ones aren't.

The other thing I would recommend is that you show your players how these skills can be used; either by asking for checks in these lesser-used skills at lower levels when the DCs aren't as tough, or showing how they could be beneficial through NPC interactions. Because if a player knows that their slightly oddball choice of Profession: Chef or Linguistics might be an important addition to the party, they'll be a lot more likely to put it on their sheet.

And, even more importantly, they'll remember your table for being a game where they were asked to roll something other than Perception, Initiative, and saving throws.

Need More Resources?


It's not easy being a DM. If you've been looking for some resources that will do some of the heavy lifting for you, then the following might be useful for you.

- 100 Random Oracular Pronouncements: Coming up with mystical-sounding pseudo-prophecies on the fly is a feat that can sprain your creativity. Best to have a few picked out beforehand!

- 100 Encounters in a Fey Forest: Speaking of encounters that are more than just combat, this list of oddball, strange, and potentially dangerous encounters is full of strange creatures, weird riddles, and moving clearings. There's also a 100 Random Encounters For On The Road Or In The Wilderness, if you need something to shake up the status quo. Both of these are written for Pathfinder, but there are 5th Edition versions, too.

- 100 Merchants to Encounter: The folks most likely to demonstrate the uses of Appraise, or even Use Magic Device, merchants sometimes become samey background characters. This collection has 100 strange, unique, and unusual folks, from fey peddlers on the road, the black market poison dealers, to those odd wizards who deal in lightly cursed goods.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!