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General Tabletop Discussion
*Dungeons & Dragons
"I roll Persuasion."
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<blockquote data-quote="Chaosmancer" data-source="post: 8727092" data-attributes="member: 6801228"><p>Again, I think thinking about this in terms of roleplay misses the power of such a system. </p><p></p><p>Let us say you have a player who doesn't want to roll the dice, but they want to convince the King's Court to side with them in a battle. So they talk. And they talk, and they talk. And they aren't convincing anyone but they insist on continuing to talk and argue and talk and argue... How do you resolve this? </p><p></p><p>Right now, we could resolve this by giving the player a single check. But that not only continues to prevent the other players from participating, but the player might take that single check to apply only to a single argument, then try a new argument to get a new check. </p><p></p><p>A social combat system says "Okay, you are going to get to argue your heart out, but if your Social Hit Points reach zero, you get so disgusted with these cowards that you storm out of the room and you stop arguing with them." Now the player has multiple actions, and not only that, they can see progress being incrementally made as they argue, but additionally there is a hard stopping point. Once you lose, you are done. You are not going to continue. And that is a POWERFUL tool in the toolbox , IMO</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8727092, member: 6801228"] Again, I think thinking about this in terms of roleplay misses the power of such a system. Let us say you have a player who doesn't want to roll the dice, but they want to convince the King's Court to side with them in a battle. So they talk. And they talk, and they talk. And they aren't convincing anyone but they insist on continuing to talk and argue and talk and argue... How do you resolve this? Right now, we could resolve this by giving the player a single check. But that not only continues to prevent the other players from participating, but the player might take that single check to apply only to a single argument, then try a new argument to get a new check. A social combat system says "Okay, you are going to get to argue your heart out, but if your Social Hit Points reach zero, you get so disgusted with these cowards that you storm out of the room and you stop arguing with them." Now the player has multiple actions, and not only that, they can see progress being incrementally made as they argue, but additionally there is a hard stopping point. Once you lose, you are done. You are not going to continue. And that is a POWERFUL tool in the toolbox , IMO [/QUOTE]
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"I roll Persuasion."
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