Crazy Jerome
First Post
"Procedural programming won out"? We are so not on the same page. 

I suppose the takeaway for D&D discussions is that this kind of thing is possible in FATE because physical, social, mental, etc. conflicts all follow the same mechanics. (Unless you modify them for a particular kind of conflict for your game.)
This is an interesting issue.There's actually an interesting discussion on the FATE Yahoo group right now about the utility of social skills in forcing an end to a (physical) conflict and examples in cinema and fiction.
At least one published 4e adventure - the Cairn of the Winter King (? - it comes with the MV boxed set) - allows social skill checks to inflict hit point damage in the boss fight.I suppose the takeaway for D&D discussions is that this kind of thing is possible in FATE because physical, social, mental, etc. conflicts all follow the same mechanics. (Unless you modify them for a particular kind of conflict for your game.)
At least one published 4e adventure - the Cairn of the Winter King (? - it comes with the MV boxed set) - allows social skill checks to inflict hit point damage in the boss fight.
Thanks for the link and very good post.
This is pretty much what I was thinking of above. If D&D had gone the route of a "generic" all encompassing conflict resolution system, a la FATE or MHRP, we may have had, at least slightly, a different culture and a greater variance in players' approaches to adversity/opposition. The same goes for character progression rewards. Consider the implications of "Gold pieces as XP" rather than monster slaying.
I'm working on hacking a D&D version of MHRP and I'm going to use it in the stead of my standard, yearly 1e game when my old buddies and I get together for a one-off. My hypothesis is that their standard, system oriented builds and strategic routines for dealing with adversity/opposition will likely experience some level of shift.
I also wonder if you couldn't have an actual tactical interface and PC build resources centered around a "social combat" mini-game. You could have attacks and defenses off of some collection of "Bluff", "Logic", "Charm", "Intimidate", "Double-Talk/Confuse/Fluster", "Wit", "Stall", "Empathic Read", "Obscure Reference", "Comprehension", "Cool/Poise", "Presence". You could have an action economy of "Standard Action", "Augment", "Triggered Immediate Actions" (which could be defense or offense; rejoinders, comprehension effects, stall tactics or witty repartee). You could either go with a mental/social condition track or a social resource to ablate. You could go with a dice pool approach with each actions' results contributing to/modifying an ultimate resolution pool which is rolled at some pre-determined point and the conclusion of the social contest is rendered via that pool's results.
This is an interesting issue.
Both BW and HeroQuest revised have special provisos in their conflict resolution rules to insist that, once steel is drawn and being swung, words on their own can't defend. In BW, it is put along the following lines: "I plead for mercy" is not at odds with "I chop his head off", and so there being no contest the chopping is resolved with no need to roll and the pleader is decapitated.
In BW it might also depend on the resolution system being used. In a simple versus test resolution is simultaneous, which means the pleading takes place as the head is cut off.
But in Fight! (BW's complex melee resolution system), actions are sequenced, and so you could - for example - use Intimidate before they swing, hoping to force a Steel (= morale) check before they get a chance to try and hit you.
The rules aren't entirely clear how Intimidate vs swordswing should be resolved in a versus test.
At least one published 4e adventure - the Cairn of the Winter King (? - it comes with the MV boxed set) - allows social skill checks to inflict hit point damage in the boss fight.
Something a little similar was in the early 4e adventure Heathen (from the 1st or 2nd 4e Dragon magazine). When I ran a version of Heathen last year I adapated the Winter King approach of having the social skill challenge deliver damage. When the enemy reached 0 hp he (as per the module) tried to kill himself out of shame and repetance, but the PCs used an immediate action to save him.
That's not meant to argue that 4e is as elegant in this respect as a game like HeroWars/Quest, MHRP or FATE. More to point out that there are some workarounds that can be used for those who want to.
I am so very desperate to try a similar experiment. I hope you will post results!
This is where, I think, the standard D&D architectures break down a bit, or maybe just reaches a limit. I've speculated before that if 4e had "Combat" and perhaps "Magic" skills, that you could run everything as a Skill Challenge. Just use the flavor text of the powers, if that. That's a very simple game. D&D seems to resist being a simple game, though. D&D loves to have fiddly bits, in particular fixed fiddly bits. Powers, feats, proficiencies, whatever, D&D loves to define what you can do, especially in combat! Whether and how much that also constrains what you can do seems to be subjective.
The problem is that, to some extent, I think non-physical conflicts suffer from that level of definition, and it becomes a constraint. Non-physical conflicts seem to do okay with some broad stroke descriptors or traits, letting the players fill in the details. So what you suggest above sounds okay, but would you really gain a lot vs. a Skill Challenge? ::shrug:: Maybe. I don't think it would give you the ability to use social skills in an otherwise physical conflict. To do that, you've got to have some way to tie directly into things like the HP, movement, etc. and use the same action economy. That is, you'd need to merge the social and physical combat mini-games. To do that would necessitate (I think) changing the conceptualization of things like HP, AC, and injury in ways that most D&D players would find intolerable. Just look at the reaction to 4e's non-magical healing. Maybe there is some clever solution I can't see, but I don't know if most folks even see this as a problem.
It won't happen until early fall but I likely will. I still have to finalize and post my hack. But honestly, that won't be too difficult. There is already a decent enough generic hack for sword and sorcery out there so I'll use some of that and manipulate things as needed to make it sufficiently "D&Dish".
<snippage>
I think you could make it functional. Is it a fun, tactical mini-game for social conflict thats actually of use to folks? I don't know. But I do think you could make it functional from a mechanical level (action economy, deployable resources, and ultimate resolution mechanic) and set up resources schemes to support it.
At least half the rules in more inward-focused games drive making the character drivers visible to the GM and the table while at the same time giving everyone a common expectation of where play is likley to go and the effective level of difficulty to overcome the challenges. I find they realy help in helping me determine what scenes make sense, are engaging, and offer reasonable tension for the table.
Good question. It's all a bit unclear, I think.this is definitely the way to go wrt recent D&D design. However, it is rather limited to the DM-side of things. Would it be "legit" to p42 an Intimidation check in or before combat as dealing damage?