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<blockquote data-quote="I'm A Banana" data-source="post: 5589423" data-attributes="member: 2067"><p>Here is how FFZ does it:</p><p></p><ul> <li data-xf-list-type="ul"> If something is not a "social conflict," it doesn't need any dice rolls. You only need dice to resolve a conflict. If there's no conflict, just narrate the thing.</li> <li data-xf-list-type="ul"> Every class has a Social skill (in addition to other things). This is given a "power dice" from d4 to d12. The Bard's Social Power is 1d12. The Barbarian's is d4. </li> <li data-xf-list-type="ul"> Some classes have special abilities to use in Social situations. The Bard has Charm, which lets him roll two Social Power dice (2d12). </li> <li data-xf-list-type="ul"> Every character has a Social Defense, based on their Social Power (d8 = 50, d12 = 70, d4 = 30, etc.). </li> <li data-xf-list-type="ul"> A "Social Conflict" is resolved by the sides rolling Social Power until one side's Social Defense is depleted. If the Bard and the Barbarian work together, they get to roll their dice, and subtract it from the SD of their targets (this works like HP and Damage, basically). </li> <li data-xf-list-type="ul"> The first side to loose all their Social Defense loses the conflict, meaning they acquiesce to the other side. The Bard and Barbarian convince the guards to give up the information on the hiding place of the Duke if they reduce the guard's Social Defense to 0 before their own Social Defense is reduced to 0. </li> <li data-xf-list-type="ul"> Once an individual's Social Defense is reduced to 0, they can't make any more Social Power rolls. So the Barbarian is targeted by both of the guards, and is weeded out early, leaving only the Bard to help influence them.</li> </ul><p></p><p>This is pretty much the way FFZ does everything, including combat. It's the core resolution mechanism: damage vs. defense pool.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5589423, member: 2067"] Here is how FFZ does it: [LIST] [*] If something is not a "social conflict," it doesn't need any dice rolls. You only need dice to resolve a conflict. If there's no conflict, just narrate the thing. [*] Every class has a Social skill (in addition to other things). This is given a "power dice" from d4 to d12. The Bard's Social Power is 1d12. The Barbarian's is d4. [*] Some classes have special abilities to use in Social situations. The Bard has Charm, which lets him roll two Social Power dice (2d12). [*] Every character has a Social Defense, based on their Social Power (d8 = 50, d12 = 70, d4 = 30, etc.). [*] A "Social Conflict" is resolved by the sides rolling Social Power until one side's Social Defense is depleted. If the Bard and the Barbarian work together, they get to roll their dice, and subtract it from the SD of their targets (this works like HP and Damage, basically). [*] The first side to loose all their Social Defense loses the conflict, meaning they acquiesce to the other side. The Bard and Barbarian convince the guards to give up the information on the hiding place of the Duke if they reduce the guard's Social Defense to 0 before their own Social Defense is reduced to 0. [*] Once an individual's Social Defense is reduced to 0, they can't make any more Social Power rolls. So the Barbarian is targeted by both of the guards, and is weeded out early, leaving only the Bard to help influence them. [/LIST] This is pretty much the way FFZ does everything, including combat. It's the core resolution mechanism: damage vs. defense pool. [/QUOTE]
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