Rules question: when you go back to a town which you’ve caused trouble in, who rolls +CHA? My instinct is one roll by the guy with the highest charisma, since that’s the most memorable person.
Rules question: when you go back to a town which you’ve caused trouble in, who rolls +CHA?
Rules question: when you go back to a town which you’ve caused trouble in, who rolls +CHA?
Or the one that caused the most trouble.
That’s going to be difficult to pick.
Everyone who’s caused trouble in that town, individually! That’s what the trigger says, not “when the party goes back to a town they’ve caused trouble in, the person with the highest Charisma rolls+Cha.”
You are correct. For some reason I was thinking the language was more communal than it actually is.
What Alex said, but, my rule of thumb (maybe it’s a rule in the book?) is that when more than one person is doing the same thing, one rolls and the others aid/interfere. Otherwise, its like making everyone roll individually for stealth: someone will fail, and even the people who succeeded will pay the consequences, which runs counter to the logic of rolling 10+.
Good call on that, too.
Just because there’s a warrant out for Jim the Fighter’s arrest doesn’t mean that Jenn the Wizard is going to get arrested, unless she’s also rolled a 7-9 and the GM chose the same complication.
Really, Outstanding Warrants is there as an engine to create new adventures. “Great, Jim just got arrested, now Bob, Anne and I have to find a way of freeing him and get the hell out of town” is exactly the kind of situation that should end up happening.
I need to write up the adventures of my group sometime. They just robbed a town blind, the thief is setting up his fellows for legal troubles, everyone is Chaotic with one Evil guy, and two of the PC have (quite independent of one another) arm wrestling as major story hooks in their backgrounds.