Will be running a paranoia heavy Cold War style campaign we're talking to the wrong person, saying the wrong thing, or not knowing the right thing is more dangerous than Stormtroopers and pirates.
my group does well with the narrative dice and our skill checks are handled better than just a roll, but with the importance of intrigue and espionage in our current game I want some more back and forth and stringing successes together / building success like you do in combat encounters.
I have a grid based mini game for chases where squares do special things and represent narrative things happening.
thinking about implementing a mental endurance / deception threshold type of number akin to mental hp, and exceeding that gets or loses info/cover.
Dont have many ideas for skill checks other than maybe making them complexes with multiple actions needed to pass. Rather than disarm a trap, find the mechanism, learn something about the mechanism, disable the mechanism.
thanks for any ideas. I don't like simulation (crunchy dnd stuff) very much into gamey abstraction effects, just looking to get more decision points and interaction.