[Homebrew]Differentiating classes for the Social Pillar

Ok let's unpack this.

On social groups: Did y'all read where I said this part was a work in progress and I was looking for feedback? I was hoping for more than "this is wrong/sucks" and more along the lines of what you'd suggest in its place.

On how the mechanic changes play: The intention is not to provide another bonus, but rather a niche for each player in the social space. Bribe a guard? Fighter might have a better chance. Intimidate a gang leader? Rogue might be better. Often I find the character with the most CHA and skills does the most talking while everyone sits back. You may find it different for you, but I don't think my experience is uncommon. If you have another way you suggest of acheiving class differentiation in the social space then please suggest it.

On advantage versus proficiency: I don't mind the idea of giving proficiency, but I stumble on how to handle classes that are already proficient. Give them expertise? What if they have expertise? So advantage seemed easier on that front.

On why advantage: Also from a play psychology point, rolling two dice feels powerful, and if they're aware that's because their class, it feels special to them like a class ability.

On the benefit of advantage: most classes will have only a small bonus if any to charisma or social skills. For many it's a dump stat. So advantage for those types just evens the odds of more social characters giving them a fighting chance.

On the drawback of advantage: They have to take disadvantage with other groups as a balancing factor. There are still precedents to this. The example of the crowbar holds true. Want to breakdown most doors? Buy a cheap crowbar. Advantage for life!

On power vs fun: in my campaigns at least, social rolls are limited and not brainwashing. To initimidate you have to have good leverage already for example. So I'm more concerned with giving wach player a niche in the social space as above.

On class vs background: i had thought about using background instead of class and that's an option still maybe on the cards. I like the idea of bringing backgrounds more into play.

On the bard specifically: one adjunct ruling I had considered to go along with this was that a succesful use of performance could help the bard "pass off" as another class for the purpises of this advantage. It makes sense that a bard would be skilled impersonating other groups and can be a docial chameleon.

On groups in disguise: The bonus assumes that the characters know the right things to say and do for groups similar to them to persuade and intimidate. If they are in disguise then they do not get the bonus. There's never any psychic knowing of what class someone is.
 

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The biggest issue I see is the large disparity between the different groups you have put together, especially when it comes to actually speaking with people for whom negotiation is going to be important. Bards get nobles and common folk, who are going to be encountered for Persuasion, Deception or Intimidation hundreds of times more often than like the Sorcerer with its hermits and elemental creatures. How often do your players ever actually talk to hermits wherein they actually need to make any CHA-based checks?

I understand your desire to not step on the toes of the proficiency system and want to give additional bonus to those characters who already have proficiency in Persuasion, Deception, or Intimidation... but what you're doing is essentially giving the Friends cantrip away for free to every single character in the game (without even the additional "NPC gets pissed at you after a minute" balancing act.)

Your original point was that you wanted to "enhance" the social pillar of the game. But really, all you are doing is just giving an additional numerical bonus over what PCs already do. Is that really "enhancing" anything? By my view... your social interactions as far as the actual gameplay is concerned are not going to change at all from what you are currently doing, other than the occasional number that is rolled will be higher or lower than what you already have.

So the players occasionally roll two dice instead of one. Okay. Other than that, everything else with what you are doing as you play is exactly the same. I mean maybe your players put much more stock in rolling lots of dice than mine do... but to me, rolling an extra die does not change, let along "enhance" anything at all.

To really enhance or change the social interaction pillar, you'd need to actually do things that change the playstyle of what you are doing. Like for instance incorporate things like the various "social combat" rules that have been created over the years that gives PCs things like "social hit points" and "social attacks and defenses" etc., and you run these interactions as actual D&D fights. Or you find ways to change the actual interplay of the players and you as the DM with how you roleplay... like use the Dread-inspired Jenga tower for social combat where every barb or good point forces the other one to pull a block from the tower. Or like a bidding mechanic like in Name That Tune style where each side makes points to keep raising the DC they think they can reach until one of them challenges the other to prove their assertion and they then have to roll the dice. The methodology for resolving social interactions needs to actually be different from what you already do for it to feel like an actual change.

For my money, its never enough to just throw additional dice or numeric bonus at a problem and think that's going to make things feel different. Even things like many of the feats in the game I've never felt made characters actually feel all that different. People will say "I need the Great Weapon Master feat to really embrace my character concept". But really, even if you have it what happens? Your character plays exactly the same as if they didn't have it... except the damage numbers you tell the DM are higher. But its not like the narration is any different, or the way you behave in the story is any different, or other people react in-game to you any differently. You essentially just gain nothing but higher numbers. And unless you are the types for whom the "board game" aspect of D&D is the king and rolling high numbers is the end-all-and-be-all of your experience (which I'm not denigrating as a style of play)... your play experience ends up unchanged.

Change the style of gameplay when doing social interaction and you and the players will feel different about it.

Specifically nkte that I'm not giving away the friends cantrip for free. The friends cantrip works with everyone. This only works with a specific group as you talked about in the paragraph prior.

And hopefully I've clarified that I'm not trying to change the play style. I'm trying to change who does the playing.
 


Each character gains advantage on their social rolls with certain groups and disadvantafe with others. Anything not listed is just a normal roll.

It's not bad, but I have my reservations on this idea...

The GOOD thing is that it is very likely to encourage everyone in the group to step up and take the lead during a social encounter, depending on the other side. Even a high-Cha party leader might sometimes better step aside and have the average-Cha Barbarian deal with savages or the average-Cha Wizard deal with scholars. Using the default rules, whoever has the highest Cha should do all the social rolls, and that actually doesn't sound very exciting.

However, generally I am not a fan of granting advantage too easily. I prefer to let the players figure out in-character ways to gain advantage instead of just having it by default, and also I want advantage to feel at least a bit special, not a constant... finally, I also think that it may devalue special abilities or feats granting the same advantage.
 

On social groups: Did y'all read where I said this part was a work in progress and I was looking for feedback? I was hoping for more than "this is wrong/sucks" and more along the lines of what you'd suggest in its place.

I suggested using ad hoc rulings in it's place, since as I pointed out the systematic approach you're trying has a ton of holes and doesn't make sense at a very basic level of story. By the time you actually factor in all of the possible backgrounds and history that characters have been through, you're going to have an incredibly complicated system that really amounts to just doing ad hoc rulings in advance. And probably still has a lot of mechanical weirdness because of fact that you have to reveal things that would normally be hidden.

And I think a pretty good test of any system of social rules for D&D is to drop a couple of well-known characters with pretty standard backgrounds into it to see if they fit. The fact that it's not clear where to put the hobbits of the shire into social categories for advantage/disadvantage is a pretty big drawback.

On how the mechanic changes play: The intention is not to provide another bonus, but rather a niche for each player in the social space. Bribe a guard? Fighter might have a better chance. Intimidate a gang leader? Rogue might be better.

And as I pointed out before, why would an outlander fighter with next to no experience of even being in a city, much less dealing with a nobleman's guards, get a bonus to bribing a guard while a war mage who's lived his life as a a soldier on campaign or a nobleman who assassinates his enemies in the night get a penalty? Tying this to class simply doesn't work from a narrative perspective, because the classes have extremely diverse social positions.

On groups in disguise: The bonus assumes that the characters know the right things to say and do for groups similar to them to persuade and intimidate. If they are in disguise then they do not get the bonus. There's never any psychic knowing of what class someone is.

This is even weirder mechanically, and I think you've forgotten the disadvantage part. If there's a nobleman slumming it in disguise as an underclass person, does the rogue PC interacting with him get advantage because he thinks he's dealing with an underclass person, or does he get disadvantage because he's actually dealing with a noble and doesn't know their ways? If there's a cultist disguised as a normal person, does a cleric interacting with him get to roll normally and ignore the disadvantage he'd have if he knew he was dealing with a cultist? It seems rather bizarre that finding out more correct information about someone would make it more difficult to socially interact with them. Also 'socially interacting with people to try to figure out which ones are in a cult and where the cult is operating' is a pretty common type of social interaction in games that I've seen and published modules, this isn't a weird hypothetical that no one would ever encounter.
 

Here is an idea I've had mulling around in my head for a while.

I've always wanted to enhance the social pillar of 5e, but keep the mechanics as light as possible to not interfere with the natural game process when characters socialise.

I wanted to leverage existing mechanics and this is what I've come up with.

Each character gains advantage on their social rolls with certain groups and disadvantafe with others. Anything not listed is just a normal roll.

If a character is multiclassed, they use the class they have the most levels in. If they are even, then they must choose only one for the below to apply.

The social groups are purposely kept broad and can be modified depending on game type, but they are designed to mostly capture a general array of various groups in a fantasy setting. Soldiers for example could be mercenaries or guards, The Devout could be clerics and priests, but also devout lay people, The Underclass might be criminals and bandits, but could also be slaves and other misfortunates. Let me know if you think I've missed a major one! They are still a work in progress.

The rationale is that these classes know how to talk the talk of these people. They know what they really fear and how best to threaten that, and what the typically desire and so know how to tempt or convince them.

Conversely they are out of touch with their polar opposite and jusr aren't as effective with their manipulations.

So here they are:

Bard
Advantage: Nobles, Commoners
Disadvantage: Savages

Barbarian
Advantage: Savages
Disadvantage: Scholars

Cleric
Advantage: The Devout, Scholars
Disadvantage: Cultists

Druid
Advantage: Rural Folk, Feywild creatures
Disadvantage: Nobles, Shadowfell creatures

Fighter
Advantage: Soldiers, Common Folk
Disadvantage: Scholars

Monk
Advantage: Hermits, Common Folk
Disadvantage: The Underclass, Savages

Paladin
Advantage: The Devout
Disadvantage: Cultists, Savages

Ranger
Advantage: Rural folk
Disadvantage: City folk

Rogue
Advantage: The Underclass
Disadvantage: Nobles, Common Folk

Sorceror
Advantage: Elemental creatures, Hermits
Disadvantage: Scholars

Warlock
Advantage: Cultists, Extraplanar creatures
Disadvantage: The Devout

Wizard
Advantage: Scholars
Disadvantage: Soldiers

Thoughts and feedback welcome
Seems to me that treads on a lot of background features.

Not a direction I would go especially as it locks classes to history more than I like.
 

How about this for actual mechanics (ignoring the particulars of how to identify sub-groups for now):

when a player decides to be proficient in a particular social skill, they pick one sub-group for each point of proficiency. They are only proficient with those sub groups.

You might play a rogue And when you choose to be proficient in Deception, you will choose nobles and merchants (because you specialize in conning those with money), but if you take Persuasion you might pick fellow rogues and street folk.

Maybe the sub group is based on their background or maybe they just choose.

As their proficiency increases, they’ll get to pick more sub groups because they’ve travelled the country and have learned how to deal with a wider variety of people.

Bards will still be the best because of Jack of all trades.

Then you can still get advantage from spells and other sources and different characters will be good with different groups.

Edit: I am also with most people and agree that subgroups should not be based on class.
 
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Each character gains advantage on their social rolls with certain groups and disadvantafe with others. Anything not listed is just a normal roll.

If a character is multiclassed, they use the class they have the most levels in. If they are even, then they must choose only one for the below to apply.

This seems to completely ignore a character's background an concept and instead shoehorn them in by class.

A samurai and a thug might both be fighters, but will have different social circles.

Robin hood, an assassin, and an investigator might all be rogues.

Linking it to background instead of class isn't too bad, but then says you can never escape your roots.

Perhaps I'd ask players to each give me a group they are better with and worse with. No judgement from the DM if they are balanced - I'd take that as a sign of player interest in having both of them in the campaign and make sure they showed up with roughly equal frequency.
 

Perhaps I'd ask players to each give me a group they are better with and worse with. No judgement from the DM if they are balanced - I'd take that as a sign of player interest in having both of them in the campaign and make sure they showed up with roughly equal frequency.

I think for the player to make a decent decision, you'd need to define the groups a lot better. It's not even clear to me if these groups are considered overlapping or disjoint. If they're disjoint, then some of the lines seem really arbitrary (do country gentry count as 'nobles' or 'rural folk', and are farmers 'rural folk' or 'common folk' or 'underclass'). If they aren't, how do you handle if someone's advantage/disadvantage hits both groups? For example, would a druid who takes advantage on rural folk and disadvantage on nobles and end up dealing with country gentry get either or neither?
 

Is hipster going to be a group?

I agree that the groups need a bit more fleshing out. It might even vary by race or region. I think it’s tricky but not impossible.
 

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