Looking at the numbers behind 4E recently gave me an Idea. Generally I run a very intrigue heavy campaign (well at least compared to the default D&D assumption), some aspects such as the Skill Challenge and default skill bonuses for everyone will make this even easier in 4E, but the characters will not have as many options outside of combat as they do in it, and that doesn't seem fair to the players who want to play this or even the Original posters style of play.
I really like the combat system in 4E, I don't want to find a different game, I'd prefer to build on what appears to be a very good foundation.
So my Idea, I think the default combat system would make an excellent foundation to build a "parley" system (for lack of a better term) for characters who want to talk their way through encounters.
Characters and NPC's could get Resolve Points based on class and modified by Wisdom (Much like Hit Points and Con), when reduced to half their current RP's they are considered wavering (ie bloodied), allow healing through confidence surges (healing surges).
The default attacks in this system could be Logic, an Intelligence based "ranged" attack, that provoke an Opportunity Attack, and Passion the Charisma based melee attack.
Movement and Range, and other things like Burst and Blast basically get redefined for Parley. A character (PC or NPC) can choose their beginning position. Basically how opposed to the argument they are, generally this a scale between -10 to 0 to +10, and generally starts at 0, except for certain instances. This is a number you subtract (or add if you have moved them to your side of the 0) to the Damage roll of your opponents passion attacks or add (or subtract if the opponent has moved to their side) any inspiring (healing) rolls from your allies, basic Logic attacks ignore position (and area affects reduce it based on range).
You can shift 1 spot as a move action, but doing so provokes an opportunity attack (unless done with a power), in addition you can slide an opponent 1 spot if you score a critical, or if you made the roll as a difficult challenge, if you make the roll as an easy challenge you shift 1 spot (drawing the opportunity attack). All powers that push, pull, or slide slide in Parley.
If you make an attack from the same side of the 0 that your opponent is on you gain combat advantage. You also gain combat advantage if your opponent is wavering or has slided or shifted towards your side of the 0 (even if you are currently on his side).
For the most part Powers function the same way as they do in regular combat encounters (obviously flavor is different), although the ability scores they function off of will need to be changed in most instances. If it is a melee attack in normal combat and attacks with Str and does Str damage it uses Cha instead, Ranged Dex attacks use Int instead.
The Rogue is a special case I'd allow it to choose either Int or Cha for it's Dex based melee powers.
Any Con powers use Wis. In special circumstances (ie if it makes sense) you could keep the Physical ability score, in much the same way some physical attacks use Int/Cha/Wis
Social Defenses: AC is Int and or a bonus based on armor proficiency, Fort is Wisdom or Cha based, Reflex is Int, and Will is whichever one of Wis or Cha you didn't choose for Fort.
Social Weapon Damage die from your weapon will be based on Weapon proficiency.
This way characters fill the same role in and out of regular Combat, and even use similar tactics in both cases.
Obviously there will be some wonkiness (especially with the warlock and Wizard), and I would love to eventually have classes get Parlay powers, but I think this is a good starting point for a Social Combat system.
I really like the combat system in 4E, I don't want to find a different game, I'd prefer to build on what appears to be a very good foundation.
So my Idea, I think the default combat system would make an excellent foundation to build a "parley" system (for lack of a better term) for characters who want to talk their way through encounters.
Characters and NPC's could get Resolve Points based on class and modified by Wisdom (Much like Hit Points and Con), when reduced to half their current RP's they are considered wavering (ie bloodied), allow healing through confidence surges (healing surges).
The default attacks in this system could be Logic, an Intelligence based "ranged" attack, that provoke an Opportunity Attack, and Passion the Charisma based melee attack.
Movement and Range, and other things like Burst and Blast basically get redefined for Parley. A character (PC or NPC) can choose their beginning position. Basically how opposed to the argument they are, generally this a scale between -10 to 0 to +10, and generally starts at 0, except for certain instances. This is a number you subtract (or add if you have moved them to your side of the 0) to the Damage roll of your opponents passion attacks or add (or subtract if the opponent has moved to their side) any inspiring (healing) rolls from your allies, basic Logic attacks ignore position (and area affects reduce it based on range).
You can shift 1 spot as a move action, but doing so provokes an opportunity attack (unless done with a power), in addition you can slide an opponent 1 spot if you score a critical, or if you made the roll as a difficult challenge, if you make the roll as an easy challenge you shift 1 spot (drawing the opportunity attack). All powers that push, pull, or slide slide in Parley.
If you make an attack from the same side of the 0 that your opponent is on you gain combat advantage. You also gain combat advantage if your opponent is wavering or has slided or shifted towards your side of the 0 (even if you are currently on his side).
For the most part Powers function the same way as they do in regular combat encounters (obviously flavor is different), although the ability scores they function off of will need to be changed in most instances. If it is a melee attack in normal combat and attacks with Str and does Str damage it uses Cha instead, Ranged Dex attacks use Int instead.
The Rogue is a special case I'd allow it to choose either Int or Cha for it's Dex based melee powers.
Any Con powers use Wis. In special circumstances (ie if it makes sense) you could keep the Physical ability score, in much the same way some physical attacks use Int/Cha/Wis
Social Defenses: AC is Int and or a bonus based on armor proficiency, Fort is Wisdom or Cha based, Reflex is Int, and Will is whichever one of Wis or Cha you didn't choose for Fort.
Social Weapon Damage die from your weapon will be based on Weapon proficiency.
This way characters fill the same role in and out of regular Combat, and even use similar tactics in both cases.
Obviously there will be some wonkiness (especially with the warlock and Wizard), and I would love to eventually have classes get Parlay powers, but I think this is a good starting point for a Social Combat system.