Dave Turner
First Post
This is exactly how it should look, in spirit if not actual form.Abstraction said:DM: You meet with the city council. They are A, B, C and D.
Player 1: Hey, I think we met a guy named D in the gambling house. Is that him?
DM: Make a Memory check. [Dice rolled = failed]. Sorry, you're not sure.
Player 1: Does he look like the same guy/
DM: You failed your memory check. Okay, so the council is giving you ten minutes of their precious time.
Players explain situation.
DM: Make a Convincing roll. Player X has the best Convincing, two people can roll to assist. The head of the Council has Mental Resist score of 22, plus he can get an assist from two other council members if he needs it. [Dice rolled]. Okay, you convinced the council. Now the council wants you to take care of the problem. The head councilman makes a Convincing roll against your Mental Resist. [Dice rolled]. You are convinced. You have to do the mission, the council rolled way over all your Resist so all of you are utterly convinced.
Players: We don't want to do that mission!
DM: Sorry, sometimes the dice are in your favor, sometimes they aren't.

You could throw in the roleplaying that you're concerned about. The player can speak as his character and the DM (through the NPC) can reply in character. But when it comes time to decide how the conflict is to be resolved, then dice should absolutely be rolled. The PCs might fail and suffer the consequences. This happens in combat. I'm sure the players really want to make their saving throw against disintegrate, but it doesn't always work out for them.
I'm not suggesting that the game needs social AC/hp per se, but point to their absence to highlight an obvious lack of granularity in the rules governing social actions and conflicts.Psion said:My question, upon seeing such things, it why would I want or need them? I feel that such things would actively obstruct roleplaying.
DMs are given virtually no rules-based guidance on how to construct social conflicts that are as engaging as the physical ones, despite the fact that a vestigial social rules system is in place. Why are there no "maneuvers" for social skills, like Witty Retort or Devastating Rebuttal? Combat has tripping, bull-rushing, disarming, feinting, sneak attacks, attacks of opportunity, charging, and other stuff. There are health conditions like stunned, sickened, and helpless.
Look at the class abilities. Everyone is equipped to contribute to combat, but not everyone is equipped to contribute to social situations. Everyone can fight, but not everyone can talk. This just strikes me as an obvious bias towards combat and physical action.
A robust social action system wouldn't hinder roleplaying, it would bring it in line with the rest of the system. You can still talk like your character talks, but you have to accept the limitations of your character. If I'm a kung-fu master, should I expect my DM to let my monk character be more effective in combat?