From WotC boards: http://forums.gleemax.com/showpost.php?p=15010307&postcount=15
I think the social combat rules will be simpler than I thought, but still very useful.
The DM will decide the possible outcomes of the social encounter, give DCs based on the NPC level or on the amount of challenge he wants for that encounter, and let it roll.
Wotc_Mearls said:StormKnight said:But I have a feeling they are aiming for something quite else. Something where mechanics treat social interaction as, well, combat, and enable you to "defeat" a foe and get them to do what you want.
The non-combat encounter rules allow the DM to dicate that effects of the party's success or failure. There's nothing inherent to the rules that say an NPC must do what the party does. The DM decides what happens, based on the NPC and the situation.
For example:
* The PCs have to negotiate with a crime lord who is holding an informant prisoner. The PCs need to talk to the informant. I might design it this way:
Success: The crime lord drags out the informant and the PCs can talk to him for a few minutes. If the PCs stay too long, the crime lord kicks them out.
Failure: The crime lord wearies of the PCs and orders his guards to attack.
In neither case does the crime lord become the PCs' friend or thrall. I might also throw in things like bribes (even if the PCs succeed, the crime lord expects a "gift") or other complications.
I think the social combat rules will be simpler than I thought, but still very useful.
The DM will decide the possible outcomes of the social encounter, give DCs based on the NPC level or on the amount of challenge he wants for that encounter, and let it roll.