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All Characters Should be Good at Talking to NPCs
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<blockquote data-quote="Staffan" data-source="post: 8319723" data-attributes="member: 907"><p>For an example of how a game that's moderately rules-heavy handles this, Trinity Continuum specifically allows you to use normally non-social skills with a social attribute in order to do social stuff associated with that skill. Impressing gym-bunnies could be Athletics + Presence, and convincing an investor to fund your inventions could be Science + Manipulation. There are also more dedicated social skills, which would be more broadly applicable to social situations, but everyone can be decent at talking about the stuff they know.</p><p></p><p>For an example of a game that veers more into rules-heavy territory, look at the latest version of the Swedish game Eon (well, you'd have to read Swedish I suppose). The game solves this with a rather open-ended system of Challenges and Contests (which use similar mechanics, except Challenges are against the environment/fixed difficulties and Contests are against other people). The basic idea is that you roll three times for the thing you're doing, ideally using three different skills (there's a very strong penalty if you re-use a skill), and see how well you did in aggregate. In most cases, one of the rolls in the Challenge is fixed, but the other two can be more flexible depending on the situation and how you describe your approach to it. So if you're trying to get information out of a merchant, you will probably be required to roll Persuade somewhere along the line, but you might also roll Trade to cover knowing what sort of stuff a merchant likes to talk about, and Drinking to get them drunk enough to talk without you yourself becoming drunk. The end effect is that even if your character isn't very good at Persuade, they can cover for that with other skills. This way of dealing with things does require a large skill list, which Eon has in spades.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8319723, member: 907"] For an example of how a game that's moderately rules-heavy handles this, Trinity Continuum specifically allows you to use normally non-social skills with a social attribute in order to do social stuff associated with that skill. Impressing gym-bunnies could be Athletics + Presence, and convincing an investor to fund your inventions could be Science + Manipulation. There are also more dedicated social skills, which would be more broadly applicable to social situations, but everyone can be decent at talking about the stuff they know. For an example of a game that veers more into rules-heavy territory, look at the latest version of the Swedish game Eon (well, you'd have to read Swedish I suppose). The game solves this with a rather open-ended system of Challenges and Contests (which use similar mechanics, except Challenges are against the environment/fixed difficulties and Contests are against other people). The basic idea is that you roll three times for the thing you're doing, ideally using three different skills (there's a very strong penalty if you re-use a skill), and see how well you did in aggregate. In most cases, one of the rolls in the Challenge is fixed, but the other two can be more flexible depending on the situation and how you describe your approach to it. So if you're trying to get information out of a merchant, you will probably be required to roll Persuade somewhere along the line, but you might also roll Trade to cover knowing what sort of stuff a merchant likes to talk about, and Drinking to get them drunk enough to talk without you yourself becoming drunk. The end effect is that even if your character isn't very good at Persuade, they can cover for that with other skills. This way of dealing with things does require a large skill list, which Eon has in spades. [/QUOTE]
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