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*Pathfinder & Starfinder
Skill Complications: A Combat-Like Approach to Skill Encounters
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<blockquote data-quote="Nether Mage Ash" data-source="post: 4311331" data-attributes="member: 25548"><p>I must tell you I love your idea of creating a social, skill challenge using rules equivalent to normal combat encounters. I think it makes sense and allows rules to cover both the physical attacks and the social attacks. </p><p></p><p>Personally, I would love to see it so that this is equal in terms of power as physical combat is. That way their would be two types of rule-based encounters - physical combat and social combat. They both would have their powers, their uses and their abilities. The fluff between them would work as much as rgular combat is - the player would call an action and then describe what the action is in terms of fluff, and then roll the necessary dice for that social action. </p><p></p><p>I think it could work.</p><p></p><p>All that said, I like your system, and though I haven't read it in extreme detail yet, I gotta say it is looking good. So yeah, nice job on it and I think the underlying thoughts behind it make a lot of sense and should be implemented. </p><p></p><p>I should mention, as a general thought, that the company White Wolf Publishing has something like Social Combat in their Exalted line of game. It is considered very much similar to physical combat and it allows the using of rules based on negotiation, debate, discussion and all that comes out in social interactions.</p></blockquote><p></p>
[QUOTE="Nether Mage Ash, post: 4311331, member: 25548"] I must tell you I love your idea of creating a social, skill challenge using rules equivalent to normal combat encounters. I think it makes sense and allows rules to cover both the physical attacks and the social attacks. Personally, I would love to see it so that this is equal in terms of power as physical combat is. That way their would be two types of rule-based encounters - physical combat and social combat. They both would have their powers, their uses and their abilities. The fluff between them would work as much as rgular combat is - the player would call an action and then describe what the action is in terms of fluff, and then roll the necessary dice for that social action. I think it could work. All that said, I like your system, and though I haven't read it in extreme detail yet, I gotta say it is looking good. So yeah, nice job on it and I think the underlying thoughts behind it make a lot of sense and should be implemented. I should mention, as a general thought, that the company White Wolf Publishing has something like Social Combat in their Exalted line of game. It is considered very much similar to physical combat and it allows the using of rules based on negotiation, debate, discussion and all that comes out in social interactions. [/QUOTE]
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Skill Complications: A Combat-Like Approach to Skill Encounters
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