King-Panda
First Post
Alright, bare with me on this. This idea stemmed from FF Tactics (stay with me), and in particular, the newer GBA/DS versions (stay!
). That system involved NPC's called Judges whose powers were based off of adjucating laws, laying out punishment/jailtime, and observing battles for fairplay/law & order (If you've played the game, ignore the fact that they were a horrible impact on gameplay >_<). What was interesting was these powers manifested themselves in combat, and took on almost a sort of magical quality. My idea is based on these notions:
Some players are less interested in combat, and more in social interaction.
4th edition is pretty much based on combat, and all of the players will suffer if their classes can't cut it in battle.
How can we use social/culture/diplomatic actions to make a character viable both in and out of combat? Here's an example of what I'm seeing: You have some sort of noble class. Their powers could be something like the following:
Edict
With a stern voice, you assert your position of authority to the enemy, making them falter in their tracks.
Something about the enemy being slowed, weakened, or immobilized.
Objection
With a sharp rap of a magically-conjured gavel, you shout your indignation at an enemies' actions, causing them to reel in bewilderment.
Immediate Interrupt/Reaction, cause a reroll on an attack roll (Maybe with a penalty or something).
Loophole
Citing laws gleaned from obscure magical lawbooks, you grant your allies a few tricks up their sleeves in the coming fight.
Some kind of buff, like allowing their first attack to reroll, or ignoring enemies' resistance.
Judgement
You dictate a grave sentence on your enemy, as he is imprisoned within summoned magical walls, and held frozen by the laws of dire judgement.
The enemy is Imprisoned for a number of turns, cannot take actions, maybe some kind of blacklash/side/sustain effect to keep it from being overpowered.
Immunity
Being an ambassador to monstrous territories comes with some unique perks.
Something about gaining resistance or power bonuses to defenses against a certain attack or a certain monster, or the next attack.
Witness to the Stand
Summoning the essence of someone wronged by your enemy, you verbally castrate them on basis of their normal attack routine.
The target could get a penalty on any attacks it's used this combat, or something similar.
Guilty before Proven Innocent
Laws are based on ethics, but everyone can agree morality has no sway on your enemies' vile countenance.
Some kind of debuff that could deal backlash damage when the target attacks, maybe as a Immediate action.
Anyways, I hope you can see where I'm going with this. I admit, this wouldn't work in A LOT of people's campaigns, as it stretches the imagination of what magic in standard D&D is like. Also, I could see people getting to much of a video game vibe from this, and that's okay. I just thought this would be a good work around for making a social class balanced in combat, as well as keeping with the flavor of the power source.

Some players are less interested in combat, and more in social interaction.
4th edition is pretty much based on combat, and all of the players will suffer if their classes can't cut it in battle.
How can we use social/culture/diplomatic actions to make a character viable both in and out of combat? Here's an example of what I'm seeing: You have some sort of noble class. Their powers could be something like the following:
Edict
With a stern voice, you assert your position of authority to the enemy, making them falter in their tracks.
Something about the enemy being slowed, weakened, or immobilized.
Objection
With a sharp rap of a magically-conjured gavel, you shout your indignation at an enemies' actions, causing them to reel in bewilderment.
Immediate Interrupt/Reaction, cause a reroll on an attack roll (Maybe with a penalty or something).
Loophole
Citing laws gleaned from obscure magical lawbooks, you grant your allies a few tricks up their sleeves in the coming fight.
Some kind of buff, like allowing their first attack to reroll, or ignoring enemies' resistance.
Judgement
You dictate a grave sentence on your enemy, as he is imprisoned within summoned magical walls, and held frozen by the laws of dire judgement.
The enemy is Imprisoned for a number of turns, cannot take actions, maybe some kind of blacklash/side/sustain effect to keep it from being overpowered.
Immunity
Being an ambassador to monstrous territories comes with some unique perks.
Something about gaining resistance or power bonuses to defenses against a certain attack or a certain monster, or the next attack.
Witness to the Stand
Summoning the essence of someone wronged by your enemy, you verbally castrate them on basis of their normal attack routine.
The target could get a penalty on any attacks it's used this combat, or something similar.
Guilty before Proven Innocent
Laws are based on ethics, but everyone can agree morality has no sway on your enemies' vile countenance.
Some kind of debuff that could deal backlash damage when the target attacks, maybe as a Immediate action.
Anyways, I hope you can see where I'm going with this. I admit, this wouldn't work in A LOT of people's campaigns, as it stretches the imagination of what magic in standard D&D is like. Also, I could see people getting to much of a video game vibe from this, and that's okay. I just thought this would be a good work around for making a social class balanced in combat, as well as keeping with the flavor of the power source.