CleverNickName
Limit Break Dancing (He/They)
I like to use Savage Worlds' exploding dice for critical hit damage in 5E. It makes small-dice weapons (like daggers) a lot more interesting.
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So many good things in this game. The whole thing could be ported as a roleplaying game with (relatively) little effort.And I was just replaying X-Com 2: War of the Chosen. And part of the strategic gameplay is seeing what Advent and the Chosen are planning and getting a choice to push back on one of their plans. So I'm thinking of introducing some kind of system like that into this campaign.
Blades in the Dark does things like this.And I was just replaying X-Com 2: War of the Chosen. And part of the strategic gameplay is seeing what Advent and the Chosen are planning and getting a choice to push back on one of their plans. So I'm thinking of introducing some kind of system like that into this campaign.
This just gets the job done so well every time!
We find that they pretty much always results it what other systems take more steps and more points pools and such to accomplish. In the end, this does what most any plot wants = keeps the current events going, and adds some extra hooks for more plots. The GM gets to decide what and which.
We thought this same thing too!It looks nice, but for me has one weakness - it looks like it reduces to a single roll.
Like, we'll spend an hour with everyone rolling dice all over the place for a combat, but a social encounter gets one roll? For players who want to slide quickly through social interactions, to get to, say, more tactical combat in their sessions, that makes sense.
But for players who want to have more depth and thought in their social encounters, that's weak. For these latter players, multiple rolls, with multiple dynamic facets to consider, and opportunities to think about the social/rhetorical tactics and approaches they can use, and at least a framework, rather than just an arbitrary GM's "I like/hate that argument" to play with are a benefit.
We thought this same thing too!
But here is why we went with this rule and it was better = It results in the same.
... the one i posted above ports to all systems and has the same results as all the ones that use many rules and points.
Dont make social 'attacks' , dont make social like combat. Make it like social! The salesman does a LOT of rapport and questions before every trying to "close the deal". So roleplay first, talk first, learn first, then make my roll above to see how it all turned out (with bonuses or minuses to the roll as appropriate)
Echoes of Burning Wheel social mechanics in there.Let me see if I can articulate it. Leaving out the specifics of Draw Steel's dice mechanics, since I'd be porting it to some other system anyway...
For any negotiation, an NPC has two stats, Interest and Patience, rated 0 to 5, representing how much they want to help, and and how much they want to keep negotiating, respectively. The players can present an argument, and roll - on a good result, Interest and/or Patience may increase. On a failed roll, one, the other, or both may go down. If either drops to zero, the negotiation ends, and the PCs don't get what they want.
The PCs can stop negotiating at any time - they get the result based off the NPCs interest at the point they stop. If they drive the Interest up to 5 and stop there, they get the best possible deal. If they stop when Interest is only 1, they get what they want, but in limited form, with great limitations or costs.
There's a list of possible Motivations for the NPC (the playtest came with 12: Benevolence, Discovery, Freedom, Greed, higher Authority, Justice, Legacy, Peace, Power, Protection, Revelry, and Vengeance. One can imagine others.) An NPC has at least two Motivations - if you make an argument that touches on that motivation, you get an improved outcome for that roll. The NPC also has at least one Pitfall - if you make an argument that is based on a Pitfall, you automatically fail that roll, and Interest and Patience automatically drop one each.
So, if you are negotiating with a Hag, they may have Motivations of Greed, Power, and Freedom. They may have Pitfalls of Benevolence and Higher Authority. Knowing about the NPC (either by doing legwork and asking around, or observing them in person), you may learn the Motivations or Pitfalls.
Edit to add: This is actually very similar to the Social Conflict rules of Savage Worlds Adventurer's Edition. In SWADE, you get three rounds of arguments, rather than "until you run out of Patience", and you gather "tokens" for successes rather than measure the target's Interest, but the similarities are there.
Echoes of Burning Wheel social mechanics in there.