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For the Record: Mearls on Warlords (ca. 2013)
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6720311" data-attributes="member: 6787650"><p>You do have a lot of options, but they require fleshing out areas of 5E that don't really have a lot of attention from the rules: tactical combat options a la Disarm and Climb Aboard, different ways to Help in combat, object manipulations, diplomacy and negotiation, etc. Concrete example: the PHB really has no guidance for the DM on when and how the Persuasion skill works and what the DCs should be. If you love intricate interacting subsystems as a player, you'll have to get your DM to write up specific rules for Persuasion, a la "asking for something simple and costless like 'do you have the time?' from a neutral party is DC 10; asking for something inconvenient like 'can you give me directions to the nearest police station?' is DC 15; asking for a major favor like 'can you drive me to the hospital' is DC 25; success means cheerful compliance, failure means reluctant compliance and DC +5 on future interactions, failure by 5 or more means refusal".</p><p></p><p>So when you say "You don't have a lot of options," I think you actually mean, "You don't have a lot of guidance as to your options."</p><p></p><p><strong>Edit:</strong> come to think of it, I'd pay good money for a set of 5E rules (D&D: Social Combat!) for social combat and political intrigue. Imagine certain NPCs who have Status Points, representing their reputation in the eyes of other NPCs and allow them to maintain allies and flunkies. Humiliating them or thwarting their goals can degrade their Status Points to the point where their allies begin to desert them. You can also engage in status contests where you both directly attack each others' Status (spreading gossip, etc.) at the risk of pyrrhic victory which hurts you both. In some other threads (@Aldarc) we've discussed "depth" vs. "cruft", and social/political play is an area that I would enjoy as adding depth in a positive way. So, I'd pay $50 for a Social Combat rules module, if it was well-designed and easy to explain to players. Otherwise I'd just write my own, which wouldn't have as much content.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6720311, member: 6787650"] You do have a lot of options, but they require fleshing out areas of 5E that don't really have a lot of attention from the rules: tactical combat options a la Disarm and Climb Aboard, different ways to Help in combat, object manipulations, diplomacy and negotiation, etc. Concrete example: the PHB really has no guidance for the DM on when and how the Persuasion skill works and what the DCs should be. If you love intricate interacting subsystems as a player, you'll have to get your DM to write up specific rules for Persuasion, a la "asking for something simple and costless like 'do you have the time?' from a neutral party is DC 10; asking for something inconvenient like 'can you give me directions to the nearest police station?' is DC 15; asking for a major favor like 'can you drive me to the hospital' is DC 25; success means cheerful compliance, failure means reluctant compliance and DC +5 on future interactions, failure by 5 or more means refusal". So when you say "You don't have a lot of options," I think you actually mean, "You don't have a lot of guidance as to your options." [B]Edit:[/B] come to think of it, I'd pay good money for a set of 5E rules (D&D: Social Combat!) for social combat and political intrigue. Imagine certain NPCs who have Status Points, representing their reputation in the eyes of other NPCs and allow them to maintain allies and flunkies. Humiliating them or thwarting their goals can degrade their Status Points to the point where their allies begin to desert them. You can also engage in status contests where you both directly attack each others' Status (spreading gossip, etc.) at the risk of pyrrhic victory which hurts you both. In some other threads (@Aldarc) we've discussed "depth" vs. "cruft", and social/political play is an area that I would enjoy as adding depth in a positive way. So, I'd pay $50 for a Social Combat rules module, if it was well-designed and easy to explain to players. Otherwise I'd just write my own, which wouldn't have as much content. [/QUOTE]
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