king_ghidorah
First Post
Mustrum_Ridcully said:There is also such a thing as "social tactics", and I think that's what a good social encounter system is about. In 3rd edition, by RAW all you needed was a Diplomacy Check. The DM was supposed to give some modifiers to the check dependend on circumstance, but that was all just guesstimating and there are no real guidelines behind it.
A social encounter should probably involve "tactical" aspects like:
- Do I try to bluff, intimidate or "diplomance" my way in? (Or even think about which skill is appropriate at each stage of a social encounter?)
- Who do I "manipulate" first so I can get to the one harder/more important to convince?
- Which member of the group is best suited to deal with which NPC part of the encounter?
- What do I offer to make the other guys more positive to my side (money? help? Not killing him?)
- What piece of information or which past event can I use to my advantage? ("We rescued the princess dog, after all!" "It would be very unfortunate if people where lead to believe that you had an affair, just because they learned that you visited her two times a week at night and didn't leave before dawn...")
I don't know if the 4E system will really address such things - nobody besides the designers and playtesters have seen it yet. Maybe their system works entirely different (and it might suck for it, or be great) But I definitely see possibilities to making a social encounter just as tactical as a combat encounter is.
The good thing about social encounter systems is that it lets players play characters with a very different level of social skill than they have. Thus, if the player wants to play a witty con-artist, but isn't so good at deception, that can actually be played out in-game.
The bad thing is that most social encounter systems stink. They take the game out of a narrative moment of role-play and into a rules-based system that mimics a skirmish game. This doesn't involve other characters, is boring to watch, and undermines any sense of immersion in the game world. Making a system that is interesting and involving to everyone at the table and will still include narrative elements and direct role-play involvement would be a challenge (to say the least.)