D&D 4E 4E Non-Combat System / Social Encounter Rules (maybe)

howandwhy99

Adventurer
In the interview Friday with Scott Rouse and Andy Collins I noticed they dropped a big hint on what the new 4e non-combat rules might entail. Below is the direct quote from moderator Xath's interview with them:

Interview said:
Question: I'd be curious as to what they can say about the social encounter/challenge system, and how unified the mechanics are. Is it similar to combat, is it related to the skill system, or is it an entirely different subsystem?

Answer: The DMG has a lengthily description of “non-combat challenges.” These include social encounters, chase scenes, library research, etc. They aren’t handled by 1 or 2 dice rolls, but instead involve multiple checks over some period of time in the game to see an outcome. Andy Collins says that the closest thing to it is the Complex Skill check from Alternity. Their goal is to have more people at the table involved in social situations. Player 1 might make diplomacy check, as Player 2 makes a bluff check to support him, and Player 3 makes an intimidate check to drive the point home. (If done correctly, these checks should aid each other, not counter.) An NPC might counter with the support of a Knowledge roll, and Player 1 counters with other knowledge and a second diplomacy check. This makes it more of a back and forth between players and GMs. Collins noted that they don’t want to penalize players who’s own ability doesn’t match their characters, but they still want to inject roleplaying into social encounters. The result is a range of results from a social situation instead of a simple pass/fail.
Alternity's Complex Skill Check System uses a similar mechanic to the one put out in 3e's Unearthed Arcana. Originally, Alternity's allowed for skills checks of higher difficulty by requiring cumulative rolls. For a complex check, one kept rolling a skill check until they failed or reached the number of cumulative successes needed. I like to think this might have been added for all skill checks where continued success could raise or lower the degree of success. Failure could work the same way presumably, but it wasn't spelled out explicitly. The term "Complexity" referred to the number of successes required by the GM for the task at hand. Levels of one, two, and three are given with examples. Additionally, both positive and negative modifiers could alter the final die result. I believe the assumption was these modifiers remained the same for every roll throughout the attempt and did not differ for individual rolls, but later Alternity books may have added more variability.

UA's version of complex rolls is a bit more, well.. complex. It was added to the OGL a few years ago.(link) It also uses multiple rolls for complicated skill checks. Like Alternity, it also mentions how they can be used to build tension as successes accrue. UA's version involves three variables: the number of successes required (typically 3), the difficulty of the target number, and the number of times one can roll before the attempt fails (standard 3). In this case one failure doesn't mean the entire attempt fails. The linked site explains the method in depth including roll modifiers changing individual rolls and not just skill attempts. Plenty of other twists on this method could be home-ruled too like a max number of rolls for certain kinds of attempts or alternate skills checks interrupting the complex rolls when one of its' rolls consequentially changes the situation in game before the attempt is finished.

If you graph out successes and failures based on these two variables instead of the normal one variable simple roll (not including the die roll itself of course), you'd see complexity essentially tilts a direct 1:1 relationship. In other words, you would not achieve the the same result if you simply increased the target number on a simple check. High complexity can lower the chances of success for even those skill users with very high bonuses. The bonuses still help and make complex checks with low target numbers still very likely, but as the difficulty level increases success is drops off quickly when greater complexity is added (i.e. more successes are required). Require enough consecutive successes (Alternity) or total successes (UA) and any skill level will eventually face difficulty with even the simplest of repeated tasks. This relationship means complex, multi-layered tasks can be assessed differently than difficult tasks and IMO that's pretty cool.

Now, before I continue I do want to get one thing off my chest. I am one of those guys who just doesn't like social systems in the roleplay. I prefer no skills at all actually and a simple attitude adjustment roll for social situations, without differentiation, has gone a long way for me. I would certainly make exceptions for different character concepts, but I'd prefer no classes to have implicit advantages over others in this area. 4e's siloing off of non-combat rolls sounds like it will attempting to insure just this. In my own case, I'd make changing that division strictly a group decision.

However, neither would I want a referee attempting to judge when I or another player was acting in an intimidating manner, bluffing, insinuating, messaging non-nonverbally, aiming to be diplomatic, or any of a hundred other ill-defined social behaviors it is better and far more fun to portray than categorize. I much prefer letting the nuances arise out of seemingly simple play and coming from the players' imaginations. For this reason I prefer play without social skills, but I must admit I do believe there are some types of non-combat methods worth pursuing. And I wanted to get that out of the way before showcasing some interesting ways social combat may work based on Mr. Collins' quote.

First, the Alternity/UA's Complex Skill Check system is very similar to many new indie games' single die roll systems (i.e. ORE: one roll engine, FATE, etc.) and even some old games of the same (i.e. FUDGE). Fortunately, it holds one distinct advantage over these others. It doesn't require the same roll to be made for every roll in the game. Potentially, it doesn't even require it for a single task at hand. If for no other reason the ability to differentiate the "feel" of the game, something I place great importance upon, though I prefer the mechanics 'opaque' to players, is an absolute must if players are to respect the reality of the visualized world. Okay, that may be over doing it for some folks, but if you've ever played a game where every roll was the shaped to the task at hand, then you understand how monotonous other games can appear.

The key is, while some dice engine, one roll systems may have even up to five variables accounted for in a single roll, the Alternity/UA system allows groups of different checks all within the same task. Just as Andy Collins points out in the quote, the whole group can join in at certain times as needed and roll a die adding to the endeavor's overall success. If they have a string of failures, they are irrevocably halted in that particular course. If they can get lucky continuously or at least enough given the opportunities available, then the individual or team achieves success. Again, all without presupposing the types of rolls required within the mechanic.

Secondly, there is one alluring element for folks like me who prefer to "play out" social situations with actual RP and that is structured planning and preparation. Whether it be individual or group consensus, laying out the series of rolls needed in a long Complex Skill Check automatically begins players' thinking of what steps must be involved in reaching their goal. In fact, that's what I think most of the game is anyways, one big goal setting game. Teamwork and team building.

One of the house rules I added to my old 3e game was similar to this. I made Forgery into Forgery & Racketeering. It included doing all those despicable things underworld intelligent crime includes. And because this was something I'd prefer not roleplayed unless really desired, it made sense to simply offer UA's complex check system to cover the plan made by the player to "get a little money on the side". Protection rackets, enforcement, and all that. Stuff I thought was better left out of play. If the player simply wanted to "pick-pocket the town" for the evening as they could with Sleight of Hand, now they could with a longer, mroe drawn out skill. Anyways, I never really managed to try it out. Who takes Forgery anyways, right? But I must admit I didn't see the promise it could hold for groups who wanted to actually formalize 4e social encounters.

There are just guesses, but I think these two elements may be in the final game. Flexibility in what rolls are needed, yet structuring roleplay so groups work together and individuals think ahead? That is a tough act to follow. Me? I'm still not going to use it. But it is good to hear hints of where they are going. That's it for my ramble.
 

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howandwhy99 said:
Don't know if anyone'll read this, but I thought I'd bump it anyways..
A lot of people have read it, but I think the people who are interested in the skill encounters are posting in this thread since it has a more detailed description of the 4e rules. (even if it doesn't have your nice treatise.)
 

Just would like to note an additional level of depth of this system. The result of a complex skill check can be tied on how many losses you had before you won and vice versa. So if you needed 6 successes and got them with no losses you qualify for extraordinary success (leaving high skill checks to provide a bonus within the system and not on the end result) and just loosing straight out giving you a harsher punishment. I think on the linked thread this is what happened on the example. The group lost by having 5/6 successes before 3 losses so they only face marginal loss and that is why the DM went light on them. Maybe if they had lost in the first 4-5 rolls he would have been far more punishing.
 

Another cool bonus I remembered:

Besides engaging the players to think out the steps of their possible plans, albeit mechanically, the system also allows for fast resolution of off scene NPC action resolution. I mean more than a single roll action.

For example. King Dram sends his 10 xvarts to hide the body of the dead half Fey princess in their warrens. He does this without telling the other PCs, so he wants to keep it secret. If the Ref is using a system similar to this, Dram's player doesn't have to think out of character or within the strains of the rules. He merely gives the best instructions he as a player/character knows how.

Wrap her body in linens, widen the whole to allow her entry to a safe place in your warrens and then collapse that enlarged tunnel when she's safe and your done.

Okay, this is probably too simple an example and I'd probably not require rolls for any of it. Xvarts have a burrow speed in 3e lingo. But anyways...

As a DM I'm parsing what needs to be done. Find linen, keep body hidden, enlarge tunnel, collapse tunnel. 4 actions, 4 rolls. All tossed at once. Success, Fail, Success, Fail.

They find a linen, but they are spotted by a PC while lugging the body around. (secret message). Widening the tunnel went well, but they collapsed it on 2 xvarts losing one.

Maybe that's overboard for some DMs and it perhaps is far to simple to bother rolling for in a real game, but that the option is available for all those leadership delegations that happen D&D - especially high level D&D - that's a good thing.
 

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