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Better Social Mechanics

delericho

Legend
I don't find the current social mechanics in D&D/PF terribly satisfying.

Typically, when the PCs interact with an NPC, there will be a DC associated with changing their reaction, which applies whether they try to Bluff their way past, Intimidate the NPC into doing their bidding, or try to sway their opinion using Diplomacy. The problem is that the party usually has a 'face' character, usually the one with the highest Cha. And said character will either be trained in only one of the skills (so will always try that one), or will be trained in several of them. The problem there is that all these skills are (rightly) tied to Cha, and so the player is generally rolling the same modifier against the same DC in each case - it doesn't actually matter what he tries to do.

(Some adventures do give separate DCs for different interactions, but this tends to be presented in a rather verbose manner, and so tends to be quite rare.)

What I suggest:

Assuming the scenario boils down to "the PCs want something" (and not just small talk), assign the interaction into one of four categories:

Browbeat: Whether by issuing commands, intimidation, bluster, or outright torture, the PC tries to compel the NPC into doing what he wants.
Deceive: Selective use of the truth, fast-talking, or outright lies.
Reason: The PC launches an appeal to the NPC's intellect, using a reasoned argument, negotiation, or similar.
Seduction: An appeal to the emotional or physical desires of the NPC. This could be actual seduction, but also includes bribery, the offer of immediate power, food for a hungry NPC, simple begging, or whatever.

(The categories are necessarily broad, almost certainly have significant overlap, and probably omit more than a few scenarios. I doubt the full range of human interaction can be easily categorised by any system like this, any more than alignment can capture the full range of human morality!)

Having set up the four categories, each NPC could then be given a baseline "Social Defence" (this would be based on Insight in 4e), plus a set of modifiers indicating how they react to the four categories.

So, Inspector Javert (from "Les Miserables") would have a relatively high Social Defence, and react poorly to any sort of emotional appeal (Seduction -2). However, he's actually quite quick to yield to authority (Browbeat +2). Neither reason nor deception are particularly effective or ineffective with him (+0).

When the PCs interact with the NPC, then, the DM should judge which of the four modifiers best applies, and should have the player add the appropriate modifier. (So, when Fantine begs Javert to have mercy, her player must make a Diplomacy check against his Social Defence. However, because begging falls under 'Seduction', a -2 penalty applies to the roll.)

Added Complexity:

Of course, it would be easy to add complexity to these modifiers by adding further detail. Indeed, for important or recurring NPCs this is probably a good idea.

Perhaps a character is a terrible racist, and takes anything said by a Warforged in the worst possible light (Warforged suffer a -4 penalty in all categories.) Perhaps a character hates bribery... but has a weakness for jewellery (Seduction -2, but +2 if jewellery is offered). And so on.

Additionally, there is probably a place for auto-success and auto-failure conditions to account for player skill. The bandit chief's lieutenant would be willing to change sides if offered a pardon... if the PCs find this out, they can offer her the pardon and bypass the roll entirely. The rich noblewoman loves flattery (Seduction +2), but has an allergy to flowers... if the PCs try to impress her using flowers, the roll becomes impossible. (Of course, there need to be mechanisms for the PCs to actually find these things out!)

About "Removing Roleplaying":

None of the above is intended as an attempt to remove roleplaying in favour of an abstracted "push-button" version of social interactions. In fact, the opposite is the case.

As we know, there are some players (and DMs) who have real problems with roleplaying encounters. They would much rather just grab the dice, roll Diplomacy, and have done. And if the DM asks, "but what do you actually say?" they'll quickly become lost (and, quite possibly, become quite frustrated).

Introducing a system like this represents a "baby step" towards more detailed roleplaying. Sure, they maybe can't think quite what their PC says, but surely they can consider how their character approaches the problem - does he try to bluster, lie, reason, or flatter? Four options is few enough that they can surely pick one easily enough. (And, from there, it's another easy-ish step to more detailed interactions...)

And for DMs, introducing the four categories allows them to quickly detail NPCs in a shorthand - one ex-soldier may miss the discipline of military life (Browbeat +2), while another left because he was truly sick of it (Browbeat -2). It doesn't require a lot of extra book-keeping, and provides a fair amount of guidance, at least in general terms.

(Also, the system is also light enough that groups who object to it could ignore it easily enough - it's not as if we're adding pages of detailed rules and dozens of extra stats!)

Any thoughts?
 

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Your idea reminds me of a lite version of the debate rules that were in Dynasties & Demagogues. There were a variety of "debate maneuvers" like Humorous Jab or Profound Conclusion, which basically boil down to variations of your 4 categories plus Perform. The skill check became an attack against a "skill defense" (10+appropriate skill of target), depleting debate points.

I do like how you're looking for ways to put numbers to the attitudes of NPCs, it's a nice use of the DM's best friend.
 

I use a skill challenge variant. Here's a description from another thread:

Persuasion scenes use a variation on a skill challenge. Like any other SC, the objective of a persuasion is still to achieve X successes before Y failures (where X and Y tend to be smaller numbers), but there is more of a framework on the actual persuasion roles.

DCs for persuasion tend to be very high (i.e. difficult, but possible for skilled characters to succeed), but there are a variety of significant (i.e. +5, +10, +15) bonuses available for either evidence that supports your argument or areas that the NPC is particularly sensitive about. Characters can make knowledge checks, insight checks or their knowledge of the situation and NPC to discovery evidence or areas of particular sensitivity. Characters can also choose to make arguments with bluff/diplomacy/intimidate, but their choice of which evidence to marshal and what angles to emphasize is just as important as their character's persuasive ability.

Every round, each character gets a turn to gather information, make a persuasion roll or aid another. After the PCs have gone, the NPC makes a counter-argument to a specific PC who has to respond. (Essentially, they are put on the spot and have to make a roll with whatever evidence they have available that relates to the particular counter-argument.) If there is a villain NPC trying to persuade the decision maker to go the opposite way, they also get to make a check here.

This system creates a number of interesting choices, since PCs need to decide whether they want to spend more time gathering evidence and learning about the NPC to get better bonuses (at the risk of having to worry about more counter-arguments) or just make the best arguments they can (at the risk of sticking their foot in a sensitive area).

-KS
 


I, also, do not find the social mechanics in D&D/PF terribly satisfying.

I do not like social mechanics at all. For me, they are an imposition. D&D/PF mechanics are terrible, IMO, because they were forced to try and shoehorn them into a d20 mechanic. Wich is governed by character level and skill points as a resource. The other side of it is also very open ended. What I mean is, in other skills or mechanical challenges the result is fairly concrete. For example my thief decides to climb a tree. I roll my check and see if I cimb the tree or faill and stay on the ground. It seems to require negotiation between the DM and player to use social skills. If you can negotiate that, it would stand to reason that you could just RP. Or, if it is up to the DM's adjudication or fiat why bother with a diceroll? I do not have a better solution for handling the desire to impose player will without the use of RP or combat. I am merely stating that the system in place is unsatisfactory.
I would prefer pure RP to the system they have.


That being said I like your idea. It clarifies some of what is ambiguous about the existing rules. It would be good if there were a group of outcomes that were selected from before any diceroll is made. What is the player trying to achieve? Kind of like combat maneuvers trip, bull rush etc.. without social combat rules hp and such.

I would like social to BE the skill with a number of specializations based on Charisma bonus like browbeat or deceive.
 

Interesting thread. I am always going backk and forth on social mechanics (sometimes i believe in them and sometimes I dont), but in my own game I did something a bit like you suggest. Characters have two mental defenses: wits and resolve. There are three basic social 'attack' skills: bully, manipulation and lying (lying is pegged to wits, bully and manipulation are pegged to resolve). On top of that there is an empathy skill pegged to wits , this is used to decipher emotions and intent.

If you like social mechanics I have found an approach like this can work well.
 


I don't find the current social mechanics in D&D/PF terribly satisfying.

... snip lots of good stuff

(Also, the system is also light enough that groups who object to it could ignore it easily enough - it's not as if we're adding pages of detailed rules and dozens of extra stats!)

Any thoughts?

I like where you are going with it. However, if you are going that far, I'd just as soon go the last little bit and include a D&D version of the Burning Wheel Duel of Wits, complete with actions chosen on both sides. Not sure I would use the blind scripting from Duel of Wits, since I don't think scripting fits any part of D&D, but that might simply be my bias against scripting mechanics talking.

Duel of Wits would take maybe 2 or 3 pages, and by its very nature is completely optional. Even the people that like and use it are only using it for the most crucial, engaging scenes. So if a table never finds it worth the trouble, they fall back on the base mechanics, which can be staged much as you have here. (That is, for them, no scene is ever so crucial in the way that a Duel of Wits matters--mechanically--that they bother with those mechanics.)

You'd have to ditch the "N successes before 3 failures" measurement in skill challenges for something more robust, like the BW disposition. But I consider this a feature, not a bug, since I think the "N successes before 3 failures" is part of the sterility of the current system.
 

No codified mechanics are a good substitute for playing the game. From a mechanical standpoint, let the charisma and wisdom attributes do thier job and just play things out.
 

I think what you have there is a puzzle system. You have to guess or attempt to figure out where the guy's weaknesses and strengths are and then "push the buttons" to overcome them. How do you determine what the NPC's strengths and weaknesses are? That strikes me as the most important thing in this system. (Aside from pre-play character building.) Though on second thought the modifiers (+/- 2) might mean that sort of information gathering is rather pointless.

How do you determine what a successful action means? Especially if no one is going to describe what sort of interaction just took place.

At what point do you call for a roll? How do the players trigger one? How does the DM judge that a roll is called for? Especially if you don't want anyone to have to describe what actions they are taking.

Is there any way for the NPCs to "push back" against the PCs?

Is there a way for the DM to judge what an appropriate modifier is? Actually, more to the point, is there a way for the players to judge what an appropriate modifier is? That way they will have some sort of way to judge which action is better than another (ie. meaningful choice).
 

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