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Social Combat Rules for 5E
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<blockquote data-quote="Reynard" data-source="post: 6967409" data-attributes="member: 467"><p>Thinking more on it, here is what i think miight make a good base system. Keep in mind my intent is to make sure everyone has a chance to engage in a social combat just as we expect everyone to be able to engage in physical combat.</p><p></p><p><strong><u>Social Combat Basics</u></strong></p><p>Social combat is defined as a scenario in which one or more characters are trying to force others to either give up information or capitulate to some demand. At the start of the social combat, the result that the initiator (aka attacker) wants is made explicit. The defneder then has the opportunity to attempt to Evade (get out of the situation without giving up information or performing the action) or to Counter with his or her own demand (ask for Information or a Capitulation). Simply Evading is easier so the defender gains a +2 to their Social Defense score.</p><p></p><p>Every character has a Social Defense score equal to 10 + Wis Modifier. If the character is proficient with any interpersonal skill (Deception, Insight, Intimidation or Persuasion) then add the character's proficiency bonus to the Social Defense score.</p><p></p><p>Each character is also proficient with one or more forms of social attack (explained below) and just like a normal combat attack, the social attack is made with a 1d20 + modifier roll. If successful, a social attack does 1d6 points of social damage, modified by the appropriate ability score.</p><p></p><p>Characters can take a number of hit points of Social damage equal to their Wisdom score plus their charisma modifier plus their character level. If the defender drops to 0 social hit points, they must capitulate or give up the demanded information. If the attacker is reduced to 0 social hit points first, either they capitulate or the defender evades, extricating themselves from the situation.</p><p></p><p><strong><u>Social Attacks</u></strong></p><p></p><p>There are 5 kinds of social attacks, each based on a different attribute and representing a different tact or attitude one takes. A character is proficient with an attack type if they a) are profiecient in that ability score saving throw or b) are proficient with a skill of the same name.</p><p><strong>Intimidation</strong> is based on <strong>Strength</strong>.</p><p><strong>Deception</strong> is based on <strong>Dexterity</strong>.</p><p><strong>Investigation</strong> is based on <strong>Intelligence</strong>.</p><p><strong>Insight</strong> is based on <strong>Wisdom</strong>.</p><p><strong>Persuasion</strong> is based on <strong>Charisma</strong>. </p><p></p><p>When making a social attack, the character chooses a kind of attack and (not forgetting to narrate or role-play what he or she is saying) and makes a roll versus the opponent's Social Defense. If the attack is successful, the attacker deals 1d6+Attribute Modifier damage to the opponent, which is subtracted from that character's Social Hit Points. Regardless of the success of the attack, the defender may make an immediate counter attack. A counter attack is made at +2 if the attacker did not score any Social Damage.</p><p></p><p><strong><u>Social Resistances, Vulnerabilities and Immunities</u></strong></p><p>In addition to their proficiency, characters are often resistant to one kind of social attack and vulnerable to another. In general, a character's bonds, flaws, ideals and personality traits should guide you in determining these, as well as class or race. If nothing else, a character can be resistant to the social attack with which they have the highest bonus and vulnerable to the one with the lowest. A character is only immune to a kind of social attack if a class or other ability makes them immune to a corresponding effect in the game. For example, a character that is immune to fear is also immune to intimidation attacks while a character that can magical detect lies or force the truth is immune to deception attacks.</p><p></p><p>Characters may have more than one resistance and vulnerability at the DM's discretion but they should have the same number of each.</p><p></p><p><strong><u>Social Maneuvers</u></strong></p><p>Characters also have social maneuvers that make social combat more interesting.</p></blockquote><p></p>
[QUOTE="Reynard, post: 6967409, member: 467"] Thinking more on it, here is what i think miight make a good base system. Keep in mind my intent is to make sure everyone has a chance to engage in a social combat just as we expect everyone to be able to engage in physical combat. [B][U]Social Combat Basics[/U][/B] Social combat is defined as a scenario in which one or more characters are trying to force others to either give up information or capitulate to some demand. At the start of the social combat, the result that the initiator (aka attacker) wants is made explicit. The defneder then has the opportunity to attempt to Evade (get out of the situation without giving up information or performing the action) or to Counter with his or her own demand (ask for Information or a Capitulation). Simply Evading is easier so the defender gains a +2 to their Social Defense score. Every character has a Social Defense score equal to 10 + Wis Modifier. If the character is proficient with any interpersonal skill (Deception, Insight, Intimidation or Persuasion) then add the character's proficiency bonus to the Social Defense score. Each character is also proficient with one or more forms of social attack (explained below) and just like a normal combat attack, the social attack is made with a 1d20 + modifier roll. If successful, a social attack does 1d6 points of social damage, modified by the appropriate ability score. Characters can take a number of hit points of Social damage equal to their Wisdom score plus their charisma modifier plus their character level. If the defender drops to 0 social hit points, they must capitulate or give up the demanded information. If the attacker is reduced to 0 social hit points first, either they capitulate or the defender evades, extricating themselves from the situation. [B][U]Social Attacks[/U][/B] There are 5 kinds of social attacks, each based on a different attribute and representing a different tact or attitude one takes. A character is proficient with an attack type if they a) are profiecient in that ability score saving throw or b) are proficient with a skill of the same name. [B]Intimidation[/B] is based on [B]Strength[/B]. [B]Deception[/B] is based on [B]Dexterity[/B]. [B]Investigation[/B] is based on [B]Intelligence[/B]. [B]Insight[/B] is based on [B]Wisdom[/B]. [B]Persuasion[/B] is based on [B]Charisma[/B]. When making a social attack, the character chooses a kind of attack and (not forgetting to narrate or role-play what he or she is saying) and makes a roll versus the opponent's Social Defense. If the attack is successful, the attacker deals 1d6+Attribute Modifier damage to the opponent, which is subtracted from that character's Social Hit Points. Regardless of the success of the attack, the defender may make an immediate counter attack. A counter attack is made at +2 if the attacker did not score any Social Damage. [B][U]Social Resistances, Vulnerabilities and Immunities[/U][/B] In addition to their proficiency, characters are often resistant to one kind of social attack and vulnerable to another. In general, a character's bonds, flaws, ideals and personality traits should guide you in determining these, as well as class or race. If nothing else, a character can be resistant to the social attack with which they have the highest bonus and vulnerable to the one with the lowest. A character is only immune to a kind of social attack if a class or other ability makes them immune to a corresponding effect in the game. For example, a character that is immune to fear is also immune to intimidation attacks while a character that can magical detect lies or force the truth is immune to deception attacks. Characters may have more than one resistance and vulnerability at the DM's discretion but they should have the same number of each. [B][U]Social Maneuvers[/U][/B] Characters also have social maneuvers that make social combat more interesting. [/QUOTE]
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