Tequila Sunrise
Adventurer
If you’re like me, social encounters are a bit disappointing. Vivid narration helps, but only goes so far. What’s missing from traditional social encounters is an element of tactics and teamwork. This play test is my first effort at achieving that. Right now I'm just planning to run a single encounter, and see where this goes from there. So if you’re on board, write a 1st level character using these rules!
Abilities: Only Wis and Cha are important here, so distribute one of these pairs to those two abilities: (10, 18), (12, 16), (14, 14)
Social Initiative Bonus: 1/2 level + Cha modifier
Morale Defense: 15 + 1/2 level + Wis modifier
Morale Points: 10 + level + Wis score
Attitude: Attitudes are unique to social combat. They allow you to protect yourself or an ally from certain morale attacks. Each attitude grants a defensive bonus against one kind of morale attack, but can also be temporarily countered by other morale attacks. Here’s how it works: at the beginning of social combat, you choose an attitude. At the beginning of each turn, you use that attitude to protect someone by assigning its bonus to yourself or an ally. (Until the beginning of your first turn, your own attitude’s bonus applies to yourself.) The bonus lasts until the beginning of your next turn. The attitudes are:
Calm: +10 morale defense against Bluff attacks.
Irate: +10 morale defense against Diplomacy attacks.
Happy: +10 morale defense against Insight attacks.
Angry: +10 morale defense against Intimidate attacks.
Skills: Choose training in one social skill: Bluff, Diplomacy, Insight or Intimidate.
Powers: All social combatants have access to the same eight powers. Four of these are opening powers -- you can use them at-will. The other four are closing powers -- you can only use them after an enemy has been hit by an opening power.
Abilities: Only Wis and Cha are important here, so distribute one of these pairs to those two abilities: (10, 18), (12, 16), (14, 14)
Social Initiative Bonus: 1/2 level + Cha modifier
Morale Defense: 15 + 1/2 level + Wis modifier
Morale Points: 10 + level + Wis score
Attitude: Attitudes are unique to social combat. They allow you to protect yourself or an ally from certain morale attacks. Each attitude grants a defensive bonus against one kind of morale attack, but can also be temporarily countered by other morale attacks. Here’s how it works: at the beginning of social combat, you choose an attitude. At the beginning of each turn, you use that attitude to protect someone by assigning its bonus to yourself or an ally. (Until the beginning of your first turn, your own attitude’s bonus applies to yourself.) The bonus lasts until the beginning of your next turn. The attitudes are:
Calm: +10 morale defense against Bluff attacks.
Irate: +10 morale defense against Diplomacy attacks.
Happy: +10 morale defense against Insight attacks.
Angry: +10 morale defense against Intimidate attacks.
Skills: Choose training in one social skill: Bluff, Diplomacy, Insight or Intimidate.
Powers: All social combatants have access to the same eight powers. Four of these are opening powers -- you can use them at-will. The other four are closing powers -- you can only use them after an enemy has been hit by an opening power.
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