Andor
First Post
Make a system for the mental realm - with attributes and so on as for combat - and I can see great game play arising. Give that street kid a longing for affection (that works a bit like a Vulnerability, maybe?) that boosts the effectiveness of the Charm. Give that Paladin an Oath attribute (like a feat or something) that must be overcome before the Charm will affect the subject of the oath - maybe working like Resistance, or additional "hit points" to be overcome before the Oath will be compromised.
I've been working up some ideas in this area, but it's hard to get it right. If someone comes up with a good stab in published form, I'll gladly buy it!
There are sysytems that work like this. Herowars/heroquest for example. They tend to be highly narrativist systems. In fact in that system you could run an entire encounter while mixing magical, physical, emotional and social conflicts into the same event. The flipside of that is that you never know what actually happened until the final resolution. It's like 4e HP squared in that effect. When Joe took 8 points from the badguys AP pool in turn 4 was that a sword to the leg, or a reminder of a childhood friendship that brought a tear to his eye? You don't know until it's over and you match the narrative to the game effects. It is an extremely elegant system. Personally I find it lacks something in flavor however.
In the original RuneQuest game the different magical systems of Glorantha had very different mechanical implementations. In HeroWars they have the same distinct fluff, but all have the exact same universal resolution mechanics. The palpable, meaningful differences between spirit magic and mystisicm from the old days is gone, remembered only as a bit of handwaving.
We're drifting into the "What D&D isn't" thread here, I think. D&D has never had, nor attempted to have elegant or sophisticated social conflict rules. That has always been the purview of the GM. And in point of fact no matter what system you are playing or what the rules are it will always be the purview of the GM. The only way around that is troupe style play combined with social mechanics that also apply to the PCs. And you will not find a whole hell of a lot of D&D players, in my experience, who are not going to have a problem with the GM telling them how their character has to act.
Different games have different social contracts between the players and GM. In something like a World of Darkness game, or Heroquest it is perfectly legitimate for a GM to tell someone their character has fallen in love, or had a fight with their spouse. The system has rules for it, and encourages that sort of social conflict.
D&D on the other hand has always had a sort of gentlemens agreement that while the GM might try to kill you at any second (which results in a lot of PCs who act like paranoid PTSD survivors who never, ever sit with their backs to a door) it is also a given that he does not tell you what your character must think or feel about any given situation. He might tell you your characters actions will look very odd to other people in the world, but your actions are your own even if they lead to you getting eaten by a grue.