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D&D General Social Pillar Mechanics: Where do you stand?

Lanefan

Victoria Rules
No rules can do that. Period. The map is not the territory. Rules are, always, 100% of the time, going to fail to reflect the physics of the setting. Because they aren't physics. They're inherently and necessarily abstractions.
Yes, abstractions of the setting's physics. :)
Of course, just as a bad map is one that simply fails to correspond to the territory at all, a bad abstraction is one that does not bear any connection at all to the thing being abstracted. But it is genuinely 100% impossible to have the rules reflect the physics of the setting. By having game rules, you are necessarily cutting corners.
Doing it that way while cutting some corners is a vast improvement over not even trying to do it that way, when it comes to producing a believable immersive consistent-with-itself setting.
You literally called it "ideally." Anything that depends on ideal conditions is not practical.
I don't subscribe to the axiom "perfect is the enemy of good". Instead, I turn it around and say "even if something is good it can always be better, and thus closer to perfect".
Oh, that boogeyman folks love to bring up that is pretty much a total nothingburger? Yeah, okay. I've never, not once, ever seen someone make an even remotely cogent argument regarding "player entitlement."

You're just not used to having players who actually have a voice and expect to be part of the conversation.
I am a player who has a voice and expects to be part of the conversation. :)

But I'm also willing to accept that the game is (or should be!) designed to frustrate me, piss me off, annoy me, and a bunch of other things en route to also giving me the thrill of victory and the relief of survival. In other words, I accept there'll be losses along with the wins, and sometimes the losses might pile up.

There's players (and I've run with some, and DMed others) who won't accept the bad stuff, or who don't deal with it well; and listening to the greater community tells me their (relative) numbers have grown over time. The designers, sadly, listen to them: the results can be seen in how many negative-effect things have been stripped out of the game as the editions have gone by.
 

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No idea. And, as I don't have intimidate as a mechanic in my game, these are all questions I don't have to worry about.
It's a perfectly valid question, though, since the rule set as is, is lacking.
What happens when someone tries to intimidate your PC?
Mainly nothing, because there are no mechanics. Which is, of course, a problem.

I have it that Fear, Spook, and similar spells cause the target to drop everything and mindlessly flee in panic for a short-ish time; which is a big step up from just being intimidated. :) It makes those spells worth using, otherwise they'd never see the light of day.
Of course it makes them worth using. That's the POINT of a mechanic. It should be worth using.

Intimidation is absolute effing trash because it does nothing. Therefore it is not worth using.

WHY can't you intimidate in combat?

The only way to do that is if you have magic or if you have an innate fear aura.

Note that better designed systems, like PF2, actually has rules for intimidation meaning that people will actually use it. In the PF2 campaign I've been playing for about 8 sessions now I think I've seen intimidation used at least half the sessions.

In the D&D 5E campaign I've been in for 2 years or so, I've seen it used maybe twice?
 

Voadam

Legend
I admit im not educated on the rules of other editions and systems but how does a games rules ever prevent a GM from saying ‘yeah ok i think you said all the right things there I’m just going to waive making the roll/check/using whatever mechanic is meant to be used and auto succeed that one’?

The rules cannot prevent a DM from rule zeroing and saying they are going to handle something differently than the rules say to.

The closest would be for a rule to say handle x this way. The way it does for say attack rolls.

For social interactions most D&D rule sets (5e in particular) provide for it to be explicitly a DM discretionary call for how to handle social stuff even if some mechanical stuff is there as well as an option.
 

M_Natas

Hero
So, after 63 pages of discussions, I will summarise what I got so far for social mechanics (SM from here on out):

We can sort SM into the following categories, where people got different preferences:

  • Player Skill vs Character abilities
  • Narration POV
  • Order of Play
  • complexity of mechanics
  • Meta-Knowledge
  • ...

Player skill vs Character abilities

Here we have two extremes:
1. All social interaction is adjudicated only trough how well a player can portray his characters social interactions - aka how well he can formulate arguments, be persuasive or intimidating. The abilitites on the character sheet don't matter.
2. All social interaction is purley adjudicated trough game meachanics. No matter how or what the player does or says, it has now impact on the outcome of the social encounter. Only the mechanics (dice roll, character skill modifiers ...) have impact on the outcome.

Personally I think there is nobody who is on either end of the extreme, but both are usually used as strawmens to proof a point for the own point of view.

My standpoint on this is quite simple: Both should matter.

At my tables where I dm it work like this:
The player informs the DM about his intent and his approach, either trough playing his character (hello mr. guard, you look so handsome today) and using direct speech or via third person narration (my character tries to distract the guard by complimenting him, so that Jimmy can sneak more easily past him). Picking and describing the approach is the player skill part.

I as a DM now adjudicate this and set a DC based on the characteristics of the NPC, the approach taken.
Like, the base DC to distract any guard with flattery would be lets say 15 + the Giuards Wisdom-Modifier. Now this Guard is very avin (which the PCs could have found out beforehand), so I reduce the DC to 10 + Wisdom Modifier, so lets say 11. Now lets say the player characters found out that the Guard is really into Tabaxi, so the Tabaxi Monk is doing the flattery, so I reduce the DC further by 5, so now it would be 6.

I know the Tabaxi Monk has a decption modifier of +5 , so I don't even let him roll, he passes succesfully. Or it is a different Guard who doesn't like Tabaxi, now the DC goes up by 5 instead of down, and it is back to 16 and the PC has to roll for deception.

So it is a mixture of player skill (choosing the best approach, finding out stuff about the NPCs to use to their advantage, changing the circumstances ect.pp.) and mechanics (the character skills vs. the NPC characteristics on a base DC of usually 15).

Narrational POV
Does it matter if a Player speaks in Person or just descibes, what his Character is saying? That is the disccusion point here and there is again a spectrum from "should only speak in character" to it has 0 impact.
It is actually a sub-category of discussion of the Player Skill vs. Character ability point, but one that merits its own point.

Again, I'm somewhere in the middle of this. For me, how the player presents his characters approach matters - to a certain extent.
Usually a Player speaking in Character is giving more details on what his approach is.
So, a player saying "I'm distracting the guard by complimenting him" is less detailed of an approach than "I say to the guard 'Oh hello Mr. Guard, you are looking especially nice today. Do you work out? My, my ...', while touching his biceps."

So by being more detailed the Player can define his approach better and gives me more information for adjudicating it.
And how something is said is also part of the Information.
But, to be fair, theretically, a Player could also describe this in detail in a third person POV.
"My character is complimenting the guard, by telling him that he looks nice, that he looks athlethic, speaking in a sweet voice while getting touchy feely with him".
So for me a Player doesn't need to play in character - it is more about the level of detail the player is giving me which can help change the DC.
And from my experience, in general, Players speaking in Character are giving me more to work with than players who don't.
But this boni based on more details is smaller then other boni I give. So usually if I think the player played the approach out very well or he details it very well, I will adjust the DC up to another 3 points.

So using secrets can adjust the DC by up to 5.
Using the correct approach can adjust it by another 5. -- So these are the tactical and strategic player skills.
Playing it out well or giving me specific details so I can imagine better what the character is doing can adjust it by another 3 points. --- this is the more performative player skill.


Order of play

Basically, should there be a social initiative order of any kind?
Proponents of this say, that this helps shy players to not be outshined by more socially dominant players.

I'm firmly in the camp of no social initiative (unless ...). I think it destroys roleplay and the flow of the social part of the game.
It is the Job of the DM to make sure that no player is dominated by other players.

Combat is already super slow and I don't want my Social Encounters to also be in slow motion.

The exception to this for me would be, when the Ingame Reality forces an order into a social encounter, like a trial where it is very strict who is allowed to speak when.

Complexity of Mechanics

Here I would say in general that less is more, especially for the Player facing side.

But I would agree, that D&D 5e could us some more mechanics, like to leverage your background for example (as a noble having a bonus in high society, as a trader having a bonus on bartering) - so having more specialised advantages that are not connected to the Skill list or the Charisma score.
Also really leaning into the optional rule of using different abilitites with Persuasion, Deception and Intimidation. Like Intimidate with your strength, persuade the scholar with your intelligence and geek out together or use your constitution to goo on a drinking binge to befriend a dwarf are just some examples that come to my mind.

Additionally having better systems for DMs to keep track of more complex social situations would be great. Skill Challenges are fine and DMs who never played 4e Skill Challenges are basically reinventing them when they encounter more complex situation. I prefer dynamic goals (like Moral, Loyality points) to fixed goals (3 successes before 3 failures), but both can work, but ...

Metaknowledge

I wouldn't tell the players the amount of successes they need or the Loyalty Score of a retainer or the Moral Score of a Monster the same way I wouldn't tell them how much HP a monster has remaining.
As a general rule, I try to tell players only that, what their characters can perceive or know and only if there is no other option, I would impart Metaknowledge onto them.
I think that this general rule helps create an immersive game experience, where the players feel, that they are really part of a fantastic fantasy story.


I think think that splitting the Social Mechanics discussion in different catagories can improve the discussio, because when reading this thread it is obvious that this is all mixed up while even the proponontes of more social mechanics have very different views on the different categories of social mechanics.
 


M_Natas

Hero
It's a perfectly valid question, though, since the rule set as is, is lacking.

Mainly nothing, because there are no mechanics. Which is, of course, a problem.


Of course it makes them worth using. That's the POINT of a mechanic. It should be worth using.

Intimidation is absolute effing trash because it does nothing. Therefore it is not worth using.

WHY can't you intimidate in combat?

The only way to do that is if you have magic or if you have an innate fear aura.

Note that better designed systems, like PF2, actually has rules for intimidation meaning that people will actually use it. In the PF2 campaign I've been playing for about 8 sessions now I think I've seen intimidation used at least half the sessions.

In the D&D 5E campaign I've been in for 2 years or so, I've seen it used maybe twice?
I have seen Intimidation used several times and used it several times.
Like, after killing an enemy brutally (like critical hitor high damage) smearing their blood on your face and looking at the next enemy and saying "you are next".

Any DM who doesn't let you roll an Intimidation check after that ... you should leave that DM ^^.

Edit:

But I think this is a perfect example of why a rigide structure with a limited amount of specified actions can stiffle roleplay:
In Combat players don't try to Intimidate NPCs, even if it would make narrativly sense - why?
Because it is not spelled out as a specific action that you can take during combat, while others are spelled out.
So when you impose a rigid structure, that has to leave out something, players don't usually use the things that are left out, especially when they are mechanics first type of players.

But for roleplay it is best to be a narrative first player. What would my character do in that situation? And then do that and only then figure out how to adjudicate that.

The more and specific rules and mechanics you have the more you ate automatically leaving out.

We already can see that with the existence of the Skill List itself. A lot of players sadly only think in their skills. The skills are buttons for them to press and they try to use a skill first and then add the ingame justification for the skill use on to it and they respectably get irritated when the DM decides to adjudicate the player character action with a different skill, because the DM things that Skill applies more to the situation.
 
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CreamCloud0

One day, I hope to actually play DnD.
I have seen Intimidation used several times and used it several times.
Like, after killing an enemy brutally (like critical hitor high damage) smearing their blood on your face and looking at the next enemy and saying "you are next".

Any DM who doesn't let you roll an Intimidation check after that ... you should leave that DM ^^.
sure, but even if your GM does let you make that check there's no real reliability from the system that lets you know how hard the GM will make the check to actually intimidate them or what you can achieve even if you do succeed,
'okay you succeeded your intimidation check'
'cool! so they flee the battle?'
'no, they just look a little nervous and proceed to take their turn as they were going to anyway'
'what.'
like you get common CR1/4 goblin bandits with intimidation DC bars of 27 because 'well being able to scare them away with anything less would just be martial mind control'
 

sure, but even if your GM does let you make that check there's no real reliability from the system that lets you know how hard the GM will make the check to actually intimidate them or what you can achieve even if you do succeed,
'okay you succeeded your intimidation check'
'cool! so they flee the battle?'
'no, they just look a little nervous and proceed to take their turn as they were going to anyway'
'what.'
like you get common CR1/4 goblin bandits with intimidation DC bars of 27 because 'well being able to scare them away with anything less would just be martial mind control'
But doesn't the same "issue" apply to almost every check with every skill?

And don't get me wrong, I have for a long time argued that DMG should have more (or any!) examples of DCs to set benchmarks and help the GM extrapolate consistently, but social situations have so many variables that a list of examples will never cover it.
 

M_Natas

Hero
sure, but even if your GM does let you make that check there's no real reliability from the system that lets you know how hard the GM will make the check to actually intimidate them or what you can achieve even if you do succeed,
'okay you succeeded your intimidation check'
'cool! so they flee the battle?'
'no, they just look a little nervous and proceed to take their turn as they were going to anyway'
'what.'
like you get common CR1/4 goblin bandits with intimidation DC bars of 27 because 'well being able to scare them away with anything less would just be martial mind control'
I can only tell you how I would and did resolve it and how I have seen it resolved.

So, let's say that happened - Barry the Barbian did like 20 damage to poor Goblin 1, splitting him in half, getting sprayed with blood and body parts.
Barry let's out a guttural scream and looks at Goblin no. 2 and says "you are next!".

Now because of that I would allow the player of Barry, Garry, to roll an Intimidation check, maybe even using is strength instead of Charisma, because it is his horrifying fighting prowess that is intimidating.
The DC I would set to 15 + Wisdom Mod. - in case of the Goblin that's -1, so 14. I would also deduct another point for every other ally that was killed during this combat.
So if it was ten goblins to begin with and 6 were already killed, that's another -6 to the DC, so something like DC 8.
 

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