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<blockquote data-quote="Fenris-77" data-source="post: 7631860" data-attributes="member: 6993955"><p>No, no they don't.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> The problem is that 'ok for D&D standards' is still pretty abysmal generally. What we have is a group of unevenly turn out ideas that are kinda sorta loosely connected because they are about the same thing (social interaction). What we don't have is any kind of actual system with rules that are designed to work together, and that's what I'd like, so I'm going to bang it out myself. I don't think there's any reason that D&D can't have a useful and serviceable system for social interaction either - just saying "the game isn't designed for it" is lazy thinking IMO (replying to someone else upstream). The basic tools are there for sure, and the rules in the DMG are where I'm starting too - there are some good ideas there buried under the dreck.</p><p></p><p></p><p>Combat is different precisely because everyone does get a turn and the system supports the participation of the whole party. Even if you didn't land the mortal blow, you got your licks in. Social interaction doesn't currently work like that, but I think it should. Part of what I'm working on is ways to do that, both in smaller scale encounters and especially is larger scale social encounters (the Dukes ball etc), and also to spread some of the love outside the bounds of skills controlled by CHA.</p><p> </p><p>Yeah, that's a a solid idea. I really don't like the Inspiration system as written, but there are versions of it, especially ones where players are leveraging backgrounds and character traits for a bonus specifically related to that thing, that could be very useful. The rogue could do that too of course, but happily his mod is already so high that it almost doesn't matter.</p><p></p><p>Also, to be index some of my earlier posts, I'm really not worried about being fair to the character who isn't good at social interaction. That character has other skills and no expectation of great social interaction success. In an intrigue campaign though, most of the characters will have been purposely designed to have some SIP functionality via skills and spells. The spell thing still works fine, but things get dicey with the skills. When the rogue drops expertise on his the SIP skills his skill level outmatches the rest of the classes (except the Bard, obviously) in a way that isn't, for example, reflected in the combat system. The rogue in combat, compared to the fighter, is <strong>not</strong> the equivalent of the fighter compared to the rogue in social interaction - and that example encapsulates the core of my issues with D&Ds SIP rules.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7631860, member: 6993955"] No, no they don't.:p The problem is that 'ok for D&D standards' is still pretty abysmal generally. What we have is a group of unevenly turn out ideas that are kinda sorta loosely connected because they are about the same thing (social interaction). What we don't have is any kind of actual system with rules that are designed to work together, and that's what I'd like, so I'm going to bang it out myself. I don't think there's any reason that D&D can't have a useful and serviceable system for social interaction either - just saying "the game isn't designed for it" is lazy thinking IMO (replying to someone else upstream). The basic tools are there for sure, and the rules in the DMG are where I'm starting too - there are some good ideas there buried under the dreck. Combat is different precisely because everyone does get a turn and the system supports the participation of the whole party. Even if you didn't land the mortal blow, you got your licks in. Social interaction doesn't currently work like that, but I think it should. Part of what I'm working on is ways to do that, both in smaller scale encounters and especially is larger scale social encounters (the Dukes ball etc), and also to spread some of the love outside the bounds of skills controlled by CHA. Yeah, that's a a solid idea. I really don't like the Inspiration system as written, but there are versions of it, especially ones where players are leveraging backgrounds and character traits for a bonus specifically related to that thing, that could be very useful. The rogue could do that too of course, but happily his mod is already so high that it almost doesn't matter. Also, to be index some of my earlier posts, I'm really not worried about being fair to the character who isn't good at social interaction. That character has other skills and no expectation of great social interaction success. In an intrigue campaign though, most of the characters will have been purposely designed to have some SIP functionality via skills and spells. The spell thing still works fine, but things get dicey with the skills. When the rogue drops expertise on his the SIP skills his skill level outmatches the rest of the classes (except the Bard, obviously) in a way that isn't, for example, reflected in the combat system. The rogue in combat, compared to the fighter, is [B]not[/B] the equivalent of the fighter compared to the rogue in social interaction - and that example encapsulates the core of my issues with D&Ds SIP rules. [/QUOTE]
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