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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E: DM-proofing the game
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4016986" data-attributes="member: 710"><p>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.</p><p></p><p>A social encounter should probably involve "tactical" aspects like: </p><p>- 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?)</p><p>- Who do I "manipulate" first so I can get to the one harder/more important to convince?</p><p>- Which member of the group is best suited to deal with which NPC part of the encounter?</p><p>- What do I offer to make the other guys more positive to my side (money? help? Not killing him?)</p><p>- 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...")</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4016986, member: 710"] 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. [/QUOTE]
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4E: DM-proofing the game
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