Rules | GM Screen

<- Return to All Rules (Group by Source)
<- Return to Verbal Duels

All Rules in Verbal Duels

+ An entry marked with this has additional sections within it.

Team Duels

Source Ultimate Intrigue pg. 181
Team duels are a versatile option that can represent a variety of situations where there are several or many people representing one side of a debate, from a team of adventurers attempting to reason with a mob of angry peasants to a legislative body attempting to deliberate on a new bill. Team duels are particularly useful in adventures because they involve the entire party, rather than just the character with the most social skills.

In general, team duels work best when both sides have at least three participants, unless the outnumbered side possesses a significant advantage in skill against the other, such as in the case of adventurers and a mob of peasants. While a multidirectional team duel is possible, it is not recommended. Team duels generally don’t have an audience because often the audience participates as one of the two teams instead.

In a team duel, each team shares determination among all members, based on the best determination among members of the team. Since this gives some advantage to a team with a single powerful duelist, the GM can choose to multiply the determination of a particularly large group with a strong common belief or opinion by two or more (depending on the size) to represent the difficulty of swaying their unified resolve.

In a solo duel, when a duelist wins an exchange with a given tactic, that tactic takes a cumulative –2 penalty for the rest of the verbal duel. In a team duel, when a duelist wins an exchange, that character takes a –2 penalty on skill checks associated with all of her tactics instead. Hearing many different voices, even if they have similar opinions, lends credibility to a team’s arguments.