"Conviction"/AP Variant [Archive] - Wizards Community

Post/Author/DateTimePost
MadBlue

06-17-05, 09:50 PM
Just downloaded the "True20" PDF through rpgnow.com ("True20" is a d20 system variant used by Green Ronin for their Blue Rose RPG). There are a lot of interesting innovations in the True20 system that could be 'ported over to D&D.

One thing that I found intriguing was the Conviction system. Basically, Conviction works like AP (in UA). It increases with level similar to AP, but instead of being replenished per level, you get back one point a day, and one point for roleplaying your character's virtue or vice well (similar to the way Willpower works in World of Darkness, if you're familiar with that system).

It made me think of a variant to use for D&D. What I came up with was this:

All PCs have Conviction. NPCs and creatures don't normally have Conviction.
Conviction is equal to 3 +/- the character's Charisma modifier.
Conviction can be spent the same way AP are spent in Eberron (that is, 1 point for a 1d6 bonus to a d20 roll, 1 point to stabilize at negative HP, 2 points to get one more use of a class ability with daily uses).
Conviction is regained at a rate of 1 point per day. In addition, once per session, the DM may award a point of Conviction for roleplaying a character in a way that's true to the character's alignment, but only where it would be detrimental to the character (i.e. a LN character could regain a point of Conviction if he admitted to authorities that he has broken the law, rather than keeping silent, during questioning). Conviction points can't rise any higher than 3 +/- the character's Charisma modifier.
Conviction doesn't increase as the character gains levels, but characters with more levels roll more than one d6 when spending a point of Conviction (applying the highest result and discarding the other rolls) just like the way APs work.

If regaining a point of Conviction on a daily basis seems too fast (in some campaigns it would mean characters would be at maximum Conviction at the start of every play session), perhaps just awarding a Conviction point for roleplaying the character's alignment as above would be more appropriate.

Also, it might be appropriate for all creatures with an Intelligence higher than 2 to have Conviction, rather than just PCs, to put things on an even keel, but then again, this works against the PCs more than it works for the NPCs if every cannon fodder 1st level Orc Warrior has 1 point of Conviction (3 -2 for Charisma penalty). Although, the "Heroic Spirit" Feat might be appropriate for giving NPCs Conviction (and/or giving PCs more points of Conviction).

I like the idea of Action Points, but what I don't like so much about them is that since they're replenished only when a character attains a level, it requires that the character improve in level to regain spent AP, which can cause the DM or players to alter the pace of the game from the way they would normally play. Whereas Conviction is a character resource that is independent of level, and more of an incentive for roleplaying rather than leveling up quickly. Not that roleplaying in and of itself can't lead to leveling up quickly as well, of course.

The reason for applying the Charisma modifier is the same as what I (and others) have proposed for applying the Charisma modifier to AP. Characters who are more charismatic (stronger force of personality and sense of self and purpose) are better able to draw inspiration from themselves, or "give their all" when they need to.

MadBlue
weasel fierce

06-20-05, 03:41 AM
Interesting idea, for genres where that sort of thing is appropriate. It also gives the DM an extra way to reward cool stuff, without having to rely on XP awards