Enforcing Interaction through mechanics

Well let's assume players agree to a social system with mechanical implications. How would they be applied? Via a set of conditions? (i.e. friendly, hostile, frightened) What mechanic should be used? (save, check v dc, contest) What actions create what conditions?
 

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Here is how this is handled in some other games I've played a lot.

In Savage Worlds, a successful Test of Wills (Intimidate or Taunt) during combat means that you get a +2 bonus on your next attack or check against the target. (And +2 is pretty substantial in that system, roughly the equivalent of advantage in 5e.) On a particularly good success (a raise; roughly the equivalent of beating your opponent by 10 or more in d20) then your target is also Shaken, which in 5e terms is "incapacitated; save ends."

I like the idea of advantage on your next check; it serves as a good tactical option sometimes, is roughly as powerful as existing 5e options like Hide or Aid, and most importantly, it provides the sort of motivation you want: the guy who just Intimidated you actually is scarier now since his next move is going to have advantage.

In Apocalypse World, there are several moves. Go aggro can be viewed as a combination of Intimidation and Attack. In 5e terms, it's an attack, but you declare something you want your target to do, and if they choose to do that thing, the attack misses. They can choose after you roll so if the attack is going to miss anyway they can just not do it, or if the attack is going to be a crit, that's extra incentive for them to do the thing instead of taking the damage.

The seduce or manipulate move is typically used for Persuasion but it can also be used for Intimidation if you're bluffing. It works very differently against NPCs and players. Essentially, on a success the NPC does what you want in exchange for a "promise" (which need not be an explicit promise -- it can also be a threat, or just an unspoken implication that you will do something). It's up to the PC whether they keep the promise.

When that move is used successfully on a PC, the PC can get XP for doing what they are asked, and if they don't do what is asked, they face some additional consequence. (In Apocalypse World the exact nature of this consequence requires a lot of GM's Discretion.)

The do something under fire move is a sort of catch-all that can also be used for things like talking your way past a guard. "Under fire" means any sort of hazard, and so this move requires a ton of GM's Discretion, and works best when the nature of the hazard is clear to all involved.

TL;DR in other games this is handled by a combination of carrots and sticks. The PCs are always in full control of their characters, but social interaction can give them incentive to comply.
 

Here is how this is handled in some other games I've played a lot.

...jumping off this a bit...

Intimidation. When an NPC makes a Charisma (Intimidation) check against a PC, have the PC roll a Wisdom saving throw. If the NPC wins, the NPC gains advantage on their next Charisma check or attack roll against the PC. As part of making an Intimidation check, have the NPC ready an action (such as, "If the adventurer comes closer, I fire my bow at them").

Persuasion. When an NPC makes a Charisma (Persuasion) check against a PC, have the PC roll a Wisdom saving throw. If the NPC wins, the PC can gain Inspiration for performing the action the NPC desires.

Deception probably doesn't need much reinforcement (denying the PC's information is often enough to get them to treat that seriously. ;)). You could have PC's follow the same rules for these skill checks.
 

Charisma doesn't do much on its own mechanically. How would players react to a system where taking an Action to force a CHA contest can have serious mechanical implications? For example the town guard ordering someone to stop, if they won a CHA contest perhaps the target can 1/2 move at best? Or the tricksy Goblin pleads for his life causing you to hesitate to kill it (Attack at Disadvantage)? This gives player agency (you can still act as you choose but at a penalty) and provides more concrete uses for a players Charisma (you can use these same stunts reliably).

Now I know some players are against any sort of social "controls" but the game already has them via spells and Conditions, so there is precedent. Also, when a cop flips its lights at you do you run every time or are you compelled to pull over (be honest, we all have some sort of social conditioning!)
If the Wisdom ability disappears, and all Perception checks go to Intelligence, and all Willpower checks go to Charisma, then Intelligence and Charisma would both be mechanically useful.
 

Following the savage worlds outline as applied to 5e the important thing is that the player chooses to intimidate, taunt etc as an action.

So the guard moves 30' towards the perp and could either dash and get closer or intimidate. Now if they successfully intimidate it doesn't stop the perp, but it does give advantage on the guards next action - so "stop or I'll shoot" should worry the perp.
 

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