Individual negative opinion modifiers should have a chance to be hidden based on a character's Intrigue skill / education

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Liggi

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Mar 28, 2017
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There's an issue at the moment where a player would rarely (or never) make the mistake of putting the wrong person in the position of Spymaster, or in one of the new positions of Food Taster or Bodyguard, because there's a very, very simple rule you can apply to avoid doing this.

The rule is: never put anyone in one of these positions that doesn't like you.

The issue is... it's SO easy to see at a glance who likes you and who doesn't, and therefore, who is likely to attempt to kill you and who isn't.

So, I propose a solution:

As a character's Intrigue score increases, it adds to a modifier that defines the chance that a particular negative opinion modifier will be hidden from the player. This modifier could also potentially apply to Education levels in Intrigue, and also particular traits like Schemer.

So, say a character had 20 Intrigue, and was an Elusive Shadow. It might be something like Base 2% + 1% per Intrigue, +5% per Intrigue Education level. So, they'd have a 42% chance of any particular Negative Opinion Modifier being hidden. Perhaps the Player would see their Opinion as 56, but they'd have multiple hidden modifiers that meant that the real value was actually -20.

This would provide a tradeoff, whereby having an extremely competent Spymaster is great, but you really need to pay attention to the possibility that they might not like you for one reason or another, as it might not be immediately obvious from just hovering over the Opinion score.
 
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