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General Tabletop Discussion
*Dungeons & Dragons
Social Combat Rules for 5E
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<blockquote data-quote="Reynard" data-source="post: 6967512" data-attributes="member: 467"><p>I put together a list of Social Maneuvers.</p><p></p><p>Social Maneuvers</p><p>Characters also have social maneuvers that make social combat more interesting. Each character may choose two social maneuvers.</p><p></p><p></p><p>Accept Blame: If an ally takes damage from a social attack, you may take the damage for them. You may only do this once per ally per social combat.</p><p></p><p></p><p>Barbs: If you do not have an opponent in a social combat you may designate an ally who does. If the ally succeeds at a social attack, add your ability score modifier for the appropriate attack type to their total damage.</p><p></p><p></p><p>Cutting Retort: After being subject to a successful social attack, the character may immediately make a counterattack. If successful, the damage dealt to the character is halved and the attacker takes half the damage rolled.</p><p></p><p></p><p>Deflect Blame: Upon taking damage from a social attack, roll a social attack of the same kind against an ally. If you succeed, that ally takes the damage instead of you. You may only do this once per ally per social combat.</p><p></p><p></p><p>Discerning Ear: Make no attack on your turn. Instead, choose an opposing character. If that character makes an attack on their next turn, you gain knowledge about them. You may choose to discover one fact about that character: a type of attack they are proficient with, a type of attack they are resistant or immune to, a type of attack they are vulnerable to, or a social maneuver they know.</p><p></p><p></p><p>Doublespeak: If the character fails at a Decepticon attack roll, he or she may immediately make another attack roll with a different ability with which the character is proficient. If that attack is successful, deal damage as if the original Deception attack succeeded.</p><p></p><p></p><p>Final Say: After a successful attack is made and damage is dealt, if additional damage of the same kind and amount would bring the opponent to zero Social HP, the opponent is immediately defeated.</p><p></p><p></p><p>Good Show!: Upon defeating an opponent in a social combat, if any of your allies are still engaged in social combat they all immediately heal social damage equal to the amount you dealt to defeat your opponent.</p><p></p><p></p><p>Honey Pot: You may choose to grant an opponent advantage to attack you. If their attack succeeds, you gain advantage on your next attack against that opponent and do an addition d6 of social damage if the attack succeeds.</p><p></p><p></p><p>Righteous Indignation: If a character is attacked in a manner that runs counter to that character’s bond, the attack is made at disadvantage and for the remainder of the social combat against that individual, the character has resistance against attacks of that kind.</p><p></p><p></p><p>Silent Support: Make no social attack this turn and choose an ally. That ally gains advantage to attack on their next turn.</p><p></p><p></p><p>Subtle Threats: When making an Intimidation attack, the attacker may substitute Intelligence for Strength both in regards to the attack roll and damage roll.</p><p></p><p></p><p>Unforgivable Slight: Make an attack against an opponent that had chosen to Evade. If the attack succeeds you do no damage but the opponent may no longer Evade and therefore loses the +2 Social Defense bonus for evading. The opponent may choose a capitulation from you should the opponent defeat you.</p><p></p><p></p><p>Zealot: The character is immune to any capitulation that would make the character break his or her bond, or betray a sacred oath.</p></blockquote><p></p>
[QUOTE="Reynard, post: 6967512, member: 467"] I put together a list of Social Maneuvers. Social Maneuvers Characters also have social maneuvers that make social combat more interesting. Each character may choose two social maneuvers. Accept Blame: If an ally takes damage from a social attack, you may take the damage for them. You may only do this once per ally per social combat. Barbs: If you do not have an opponent in a social combat you may designate an ally who does. If the ally succeeds at a social attack, add your ability score modifier for the appropriate attack type to their total damage. Cutting Retort: After being subject to a successful social attack, the character may immediately make a counterattack. If successful, the damage dealt to the character is halved and the attacker takes half the damage rolled. Deflect Blame: Upon taking damage from a social attack, roll a social attack of the same kind against an ally. If you succeed, that ally takes the damage instead of you. You may only do this once per ally per social combat. Discerning Ear: Make no attack on your turn. Instead, choose an opposing character. If that character makes an attack on their next turn, you gain knowledge about them. You may choose to discover one fact about that character: a type of attack they are proficient with, a type of attack they are resistant or immune to, a type of attack they are vulnerable to, or a social maneuver they know. Doublespeak: If the character fails at a Decepticon attack roll, he or she may immediately make another attack roll with a different ability with which the character is proficient. If that attack is successful, deal damage as if the original Deception attack succeeded. Final Say: After a successful attack is made and damage is dealt, if additional damage of the same kind and amount would bring the opponent to zero Social HP, the opponent is immediately defeated. Good Show!: Upon defeating an opponent in a social combat, if any of your allies are still engaged in social combat they all immediately heal social damage equal to the amount you dealt to defeat your opponent. Honey Pot: You may choose to grant an opponent advantage to attack you. If their attack succeeds, you gain advantage on your next attack against that opponent and do an addition d6 of social damage if the attack succeeds. Righteous Indignation: If a character is attacked in a manner that runs counter to that character’s bond, the attack is made at disadvantage and for the remainder of the social combat against that individual, the character has resistance against attacks of that kind. Silent Support: Make no social attack this turn and choose an ally. That ally gains advantage to attack on their next turn. Subtle Threats: When making an Intimidation attack, the attacker may substitute Intelligence for Strength both in regards to the attack roll and damage roll. Unforgivable Slight: Make an attack against an opponent that had chosen to Evade. If the attack succeeds you do no damage but the opponent may no longer Evade and therefore loses the +2 Social Defense bonus for evading. The opponent may choose a capitulation from you should the opponent defeat you. Zealot: The character is immune to any capitulation that would make the character break his or her bond, or betray a sacred oath. [/QUOTE]
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