I know some groups just do a simple roll to see the effect or change of a situation based on the social interaction. Other groups don't even roll and roleplay all of the conversation and body movement.
But I wonder how many would be interested in a more complex social interaction game as a module in the first group of books of D&D next. Something more than one or two players rolls once or twice to see if they get a favorable or unfavorable result from the DM.
One thing that sort of bugged me was although you can easily go long periods of the session in the third pillar, you can easily feel like you are doing the interaction and not the character you are playing. Of course, I can put my characters motivations, prejudices, and personalty into the talking, but it is easy to feel disconnected from the character or have this aspect be disconnected from the rest of the game. It is easier to yell at your character for failing because of his bad accuracy or chattering armor than his stubbornness unless you actively enforce it unlike the other pillars.
Also the sense of drama can be lost as there are fewer factors to worry about. With combat and exploration, there also the sense of danger, the progression of the scene's numbers, and higher amount of involvement.
So would you like to see a more robust social interaction system at the start? How would you prefer to see it? Like complex skill rolls or skill challenges with just a lot of rolls against DCs? Or something closer to Skill combat with Social HPs and different social attacks? Or a more resource trading system where characters spend resources to raise their chances at the roll?
But I wonder how many would be interested in a more complex social interaction game as a module in the first group of books of D&D next. Something more than one or two players rolls once or twice to see if they get a favorable or unfavorable result from the DM.
One thing that sort of bugged me was although you can easily go long periods of the session in the third pillar, you can easily feel like you are doing the interaction and not the character you are playing. Of course, I can put my characters motivations, prejudices, and personalty into the talking, but it is easy to feel disconnected from the character or have this aspect be disconnected from the rest of the game. It is easier to yell at your character for failing because of his bad accuracy or chattering armor than his stubbornness unless you actively enforce it unlike the other pillars.
Also the sense of drama can be lost as there are fewer factors to worry about. With combat and exploration, there also the sense of danger, the progression of the scene's numbers, and higher amount of involvement.
So would you like to see a more robust social interaction system at the start? How would you prefer to see it? Like complex skill rolls or skill challenges with just a lot of rolls against DCs? Or something closer to Skill combat with Social HPs and different social attacks? Or a more resource trading system where characters spend resources to raise their chances at the roll?