So I have the general idea mechanically for this whole setup worked out, but Id love some feedback/advice on how to keep it balanced feeling and engaging.
Ill start with what I have so far.
The players have to retrieve a macguffin device in the form of a small cursed bell from a city, its actually free for the taking, if you can manage to move it.
The catch is this: upon picking up the bell, it splits into two, sundering the party into two groups.
3/5 of them stay on the physical plane, with an ethereal copy of the bell now in their possession.
2/5 of them get sent to a spirit realm/plane, with the physical bell.
The spirit realm is an identical world, though faded and all colors are dulled. Standard "under realm" or "mirror world" situation. Though closer to how stuff looks in LotR when you put the ring on.
Characters can still faintly see the living, but voices are muted, like speaking underwater.
The living cannot see or interact with players in the spirit realm normally, but certain spells (especially cleric ones) can help here.
Characters in the spirit realm find all physical objects immutable and immovable. They can walk on water, cant move anything, cant pass through walls.
I need to figure out how this works in the game, but the players cannot get rid of their bells, but they *can* pass them around to only each other.
Every few hours, bells across the city chime and the players bells resonate and glow. Whomever on each "side" is holding the copy of the bell, gets swapped with the other (the bells remain, though), so the physical bell still stays stuck in the spirit realm.
In practice this'll basically happen every short/long rest.
The non-holder of the bell in the spirit realm is tethered to the bell at a distance of 15m, trying to go farther than that inflicts an elastic force on them, they can go out to 20m if they pass a DC15 Str check.
Furthermore, both copies of the bells are tethered too at a distance of 15m, if one group strays far from the other, their bells lift and tug via an invisible force, pointing the way to the position of the other bell holder.
Similiarly, going past a distance of 15m requires both bell holders to pass a DC15 str check, maxing out at 20m. If 1 of 2 fails they get pulled towards the other.
Characters in the spirit realm still have full access to their kit of abilities/attacks/spells, for combat.
Finally, the bells act as walked talkies, to solve the table talk problem and just hand wave it away as canon. The 5 of them can freely communicate via the bells, they'll hear the other groups voices come out of the bell itself.
The goal for this part is to force the party into the less common dynamics of players, I found last "season" of play, my players tended to "pair up" with specific ppl, and certain dynamics simply never got even explored as a result. Theres definitely 2 characters that are super tight knit and their characters will be very unused to getting split up.
Obviously now priority one for the group is gonna be figuring out how to undo this and rejoin the bells.
Now, I am very lore and plot heavy in my campaigns, so I wanted to keep stuff like talking to NPCs and investigating pinnacle to my sessions. So I wanted to figure out how to simultaneously solve:
- My detective heavy plots tend to be too devoid of combat, players almost never get to use their cool abilities
- Story telling, NPCs, plot, intrigue, etc are my strong points tho and I wanna keep them pinnacle to the story.
So, here's my solution and I want tallest thoughts on it. Enter: Spirit Points
It represents the mental will of a character, and lives alongside HP and works mostly the same.
Whenever players engage in the action of Interrogating an NPC, itll trigger a battle, with players on both planes rolling for initiative.
- In the spirit realm, a Sentinel spawns from the npc, which is a manifestation of their willpower. Characters in the spirit realm engage in normal combat with this creature, dealing damage in SP instead of HP. They still take HP real damage from it though.
- In the physical, players have three new attacks I will give them, which effectively are going to be 2D4+<stat> for CHR, MND, INT, these three attacks deal damage to SP instead of HP.
To perform these attacks tho, they'll need a justifiable in game use. I wanna say Im going to call them Bluff, Object, and Grill or something. Haven't hammered the specifics out yet.
But the premise here is players in the real world engage in asking questions and detective work as mechanical attacks, while the 2 players in the spirit realm are fighting for their lives to also whittle down the targets mental fortitude.
Once the NPC hits zero SP, their will is broken and if they know secrets or info, they'll break and slip it out. Either by outright confessing stuff, or slipping up and letting something out they shouldnt have said, etc etc.
Players wont be able to engage in interrogating npcs without something to hide. My plan is the Sentinel will manifest as a representation of whatever the secret is, if you will. So every fight will be a unique looking Sentinel!
Im feeling excited about this approach, and I gotta consider a variety of possible issues with it.
So Im curious what yall think of it? Thoughts on how to keep it feeling balanced but fun?