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General Tabletop Discussion
*Dungeons & Dragons
"I roll Persuasion."
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<blockquote data-quote="payn" data-source="post: 8726213" data-attributes="member: 90374"><p>I like to wing the social pillar, which I'm not sure is because its always been that way, or if its my actual preference. I have seen a few sub-systems, and they usually screw anybody that doesn't have charisma. I tend to run social combat in two different ways. One is the immediate attempt. For example, there is a building on fire in the city and you are trying to get a guard to leave their post and help. This is the "I roll persuasion" typical experience. I run a lot of political intrigue in my campaigns with faction play. So secondly, there is a lot of long term goals in the background that are effected by the party. Maintaining those relationships, and more importantly, changing them is a big long term play goal.</p><p></p><p> I think you need a social foundation before engaging in an actual social combat system. I would like to see something built into, perhaps, backgrounds that gives some more mechanics in the social pillar. Mage school, army barracks, court jester, etc.. Something that gives specific knowledge, push/pull, ability to interact within different types of groups in society. Also, adding a few bits into class design might help in this regard too. Something that can make characters a little less one dimensional in the social game. So, long story short, I dont think the infrastructure has ever been present enough to make social combat fair and/or satisfying. YMMV</p></blockquote><p></p>
[QUOTE="payn, post: 8726213, member: 90374"] I like to wing the social pillar, which I'm not sure is because its always been that way, or if its my actual preference. I have seen a few sub-systems, and they usually screw anybody that doesn't have charisma. I tend to run social combat in two different ways. One is the immediate attempt. For example, there is a building on fire in the city and you are trying to get a guard to leave their post and help. This is the "I roll persuasion" typical experience. I run a lot of political intrigue in my campaigns with faction play. So secondly, there is a lot of long term goals in the background that are effected by the party. Maintaining those relationships, and more importantly, changing them is a big long term play goal. I think you need a social foundation before engaging in an actual social combat system. I would like to see something built into, perhaps, backgrounds that gives some more mechanics in the social pillar. Mage school, army barracks, court jester, etc.. Something that gives specific knowledge, push/pull, ability to interact within different types of groups in society. Also, adding a few bits into class design might help in this regard too. Something that can make characters a little less one dimensional in the social game. So, long story short, I dont think the infrastructure has ever been present enough to make social combat fair and/or satisfying. YMMV [/QUOTE]
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"I roll Persuasion."
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