D&D 4E Social interactions in 4E

AWizardInDallas said:
Why wouldn't social interactions be handled through...oh, I dunno...good role-play? I'm not replacing role-playing for die rolls in my campaigns. I don't care what rules they write for it.

The way I've always used such mechanics is this: The player role-plays the situation. This establishes what the PC is trying to accomplish. Then the dice are rolled. This determines if he is successful.

Although, like you, I tend to prefer not to have mechanics for these things these days, but I don't have a big problem with them when they are there.

Patryn of Elvenshae said:
... because the fact that I'm not an 20 Charisma Bard who can charm the pants off of anyone shouldn't prevent me from playing one

The DM can take your PC's Charisma score into account when determining the outcome. The lack of rules or die rolls doesn't prevent this.
 

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RFisher said:
The way I've always used such mechanics is this: The player role-plays the situation. This establishes what the PC is trying to accomplish. Then the dice are rolled. This determines if he is successful.

Although, like you, I tend to prefer not to have mechanics for these things these days, but I don't have a big problem with them when they are there.



The DM can take your PC's Charisma score into account when determining the outcome. The lack of rules or die rolls doesn't prevent this.
That€'s my method. The dice roll does not trump the role playing the dice rolls effects how the npc reacts.

Understand why social rules are needed. They are not needed to give the pc anything. They are there to insure the DM remains a judge and doesn't fiat stuff on a whim. Think about why AC exists. HEck a DM could just say arbitrarily what hits and what doesnt depending on how you describe your attack. Of course this gives too much power to the dm and eventually a player is going to yell favoritism.

No ones telling your players how to role play or when to role play. Social rules show how roleplaying interacts with the game. Think about it like this. You can role play in any game. Heck I could really get into that car when playing monopoly or speak with a bad accent when playing goa but because there are no rules that indicate how that effects the game. If rpgs dont have mechanics for roleplaying there realy isn't any role playing in the game.
 

... because the fact that I'm not an 20 Charisma Bard who can charm the pants off of anyone shouldn't prevent me from playing one, just like the fact that I'm not a mighty-thewed warrior who can tear trolls limb from limb shouldn't prevent me from playing one.

QFT.

And personally, I'm looking forward to seeing these rules, as well as how they're treating other non-combat scenarios as "encounters". That's something I've long wanted to see, non-combat encounters, so it's nice to see that it'll finally be something that'll become a real part of D&D (Non-combat encounters, incidentally, is also my justification for Commoners advancing in level. Fighting Orcs isn't the only way to gain XP, and it looks like D&D is finally broadening the definition of the encounter to include stuff that doesn't require spilling Kobold blood all over the ground).
 

Kae'Yoss said:
Roleplaying isn't the same as speaking in character - there's more to roleplaying.

And we're not talking about pure speaking in character here. There's no rules for that.

We're speaking about overcoming challenges by talking. Since overcoming challenges by fighting is subject to luck and the character's abilities, overcoming challenges by talking should be the same. The character's abilities should matter. That means if your character's social skills are weak, he should not be consistently able to talt his way out of everything, even if the player has a way with words. And if the character's great social skills, he should be able to accomplish something even if the player is rather shy.
When talking with an NPC, my PC has a 50% chance of changing his attitude. Straight up or down. Maybe he has a +5% or +10% bonus because of Charisma, but any wider differentiation than that and all of a sudden roleplaying becomes suboptimal for every other player except the ones with specialized "social combat" characters.

Violent combat is one aspect of play. Would you play a character that was demonstrably weaker in all violent combat? Why sit on the sidelines just because you boosted "social combat" over violent? It makes the game less fun to play at certain times rather than always fun to play what ever the situation.

Why would you deny others their preferred way of playing? Why would you supply ammo to those who say D&D is a wargame who is as socially inept as its players because while it has a thousand rules to stab someone, there's no rules to resolve conflicts peacefully?
I'm not denying others their preference. Keep it an option. Do not make it core. They aren't. I'm saying, "we've never needed social combat rules before. Why do we need them now?"

Of course, the option has always existed. In 3e, one of the Penumbra books had an extraordinarily detailed social combat system. I personally find it extraordinarily limiting to have to think of every next phrase and argument under an arbitrary framework. I don't find any false form of speaking particularly edifying or enjoyable. Reality works just fine.

Resolving conflicts peaceably have never needed an attack roll. Conversation is key in creating peace. Conversation does not need hard and fast rules on how it works. The risk is 50/50. If a player is a poor performer, guess what? He will get better the more he roleplays. I find the socially inept only roleplay because there are codified rules on how to act. You don't have to be creative.

Even 3e's (inadequate) social rules explicitly state that they're to be used for interactions between a PC and NPCs, not between PCs. Players among themselves still get to decide how they treat each other.
I agree with you above on this. I'm saying, you don't need rules on how to speak to NPCs either. The 3 skills 3e uses are completely arbitrary to that system. A straight 50/50 is all that is required. A DM rules on the rest. Or do you believe games can have built into them judgment of a player's roleplaying?

Of course, the character's abilities should be taken into consideration. If player one makes a great diplomacy roll to try to convince player two not to kill that guy, he should take that into consideration when deciding on a course of action. Otherwise it's bad roleplaying.
The "Character's" abilities should be taken into consideration a great deal less than they have been. That's my choice. I've been pushing for 4e to be modularly optional for a while now.

"Bad roleplaying" is not a false meta-mechanic tying together all possible codified traits so they each influence each other according to their relation. Again, that is all arbitrary.

"Bad roleplaying" is playing your character as smart when you said he was dumb. It is gaming the system by metagaming. It is speaking in rules terminology in stead of in world terminology. It is breaking the 4th wall. Roleplaying is pretty easy. It isn't a contest. It's a matter of actually doing and, above all the rest, trying your damnedest when you do.
 

howandwhy99 said:
I'm not denying others their preference. Keep it an option. Do not make it core. They aren't. I'm saying, "we've never needed social combat rules before. Why do we need them now?"

I don't think everyone needs them now. Some people probably shouldn't use them, because they won't add anything (and might take away something). But for dudes like me, I find they really add something to my gaming experience.

I like the Duel of Wits in Burning Wheel. One of the great things about that system is that, when we go into the social conflict, no one knows what the outcome will be. I might get all of what I want, or none; the other guy might get all of what he wants, or none; some mixture of the two; we might both get what we wanted; or something totally unexpected but something that follows from the role-playing that we did. The role-playing that goes on during a Duel of Wits can end up really defining a character.

In that way, I think it's like combat in D&D (the whole encounter, not just round-to-round).

Anyways. In my experience with Burning Wheel and Burning Empires, some people focus on "social" characters (loaded with skills to use in a Duel of Wits) and some people focus on the martial pursuits. What the players should realize is that he is saying how he wants to get things done. He makes a social character? He wants to overcome challenges through talky-talky. He makes a martial one? He wants the stabby-stabby.
 

LostSoul said:
I don't think everyone needs them now. Some people probably shouldn't use them, because they won't add anything (and might take away something). But for dudes like me, I find they really add something to my gaming experience.

I like the Duel of Wits in Burning Wheel. One of the great things about that system is that, when we go into the social conflict, no one knows what the outcome will be. I might get all of what I want, or none; the other guy might get all of what he wants, or none; some mixture of the two; we might both get what we wanted; or something totally unexpected but something that follows from the role-playing that we did. The role-playing that goes on during a Duel of Wits can end up really defining a character.

In that way, I think it's like combat in D&D (the whole encounter, not just round-to-round).

Anyways. In my experience with Burning Wheel and Burning Empires, some people focus on "social" characters (loaded with skills to use in a Duel of Wits) and some people focus on the martial pursuits. What the players should realize is that he is saying how he wants to get things done. He makes a social character? He wants to overcome challenges through talky-talky. He makes a martial one? He wants the stabby-stabby.
I understand your preference. Those are good games. And there are many very good games out there. My unmentioned concern is: social combat will eventually become non-optional core. Sooner or later. The same has already happened with elements I really do not want in the game. Feats. Skills. Now maybe Talents. Why haven't they kept those optional like in 2nd Edition? Because they are "better"? I don't want a time to come when a person's own ability to interrelate is so cut out from the game, I have to play different editions for basic human interaction.
 

howandwhy99 said:
When talking with an NPC, my PC has a 50% chance of changing his attitude. Straight up or down. Maybe he has a +5% or +10% bonus because of Charisma, but any wider differentiation than that and all of a sudden roleplaying becomes suboptimal for every other player except the ones with specialized "social combat" characters.

How can roleplaying become suboptimal? It's still encouraged. Roleplaying isn't the same as solving problems with non-violence.

The thing is, though, that a fighter without diplomacy and cha 8 should not be able to talk someone out of attacking them with sweet words. Rules for social combat would prevent that (or make it quite hard), but a good DM would do that, anyway. Because playing a character with no social skills whatsoever and expecting to diplomace your way through life all the time is bad roleplaying, since your actions don't reflect the character you created.

Violent combat is one aspect of play. Would you play a character that was demonstrably weaker in all violent combat?

Yes, of course.

Why sit on the sidelines just because you boosted "social combat" over violent? It makes the game less fun to play at certain times rather than always fun to play what ever the situation.

No, because I get to shine whenever we're not busy slaughtering things with sword and spell. As long as the campaign isn't a meat grinder, there should be plenty of situations that cover this. I might not be as effective with weapons or magic, but I compensate for that by getting the party out of trouble, and getting some advantages for them.

I'm not denying others their preference. Keep it an option. Do not make it core. They aren't. I'm saying, "we've never needed social combat rules before. Why do we need them now?"

So you're saying "my way of playing is right. If you want to play your way, buy an extra book"?

D&D should evolve. It should get away from its image of "wargame with a thin veneer or roleplaying" and the rules should reflect that. If D&D had proper rules to resolve diplomatic conflicts, like so many other games have, I think a lot of people who didn't want to play would consider playing it

Of course, the option has always existed. In 3e, one of the Penumbra books had an extraordinarily detailed social combat system. I personally find it extraordinarily limiting to have to think of every next phrase and argument under an arbitrary framework. I don't find any false form of speaking particularly edifying or enjoyable. Reality works just fine.

Reality doesn't work at all. Because you're not your character. Just as characters don't have the same martial prowess or agility as you (well, most of the time), they should not have the same social graces as you (again, most of the time). Unless you build the character that way. No one's forcing a weak guy to lift something heavy to make a strength check, or letting them shoot archery targets to make a ranged attack roll, or let players that happen to be very strong or good archers geting away with lifting stones with a weak character or sharpshooting with a clumsy one, shy people shouldn't be penalised for their shyness, and people with glib tongues shouldn't be able to get away with Cha 6 skill-less orcs that regularly get 50% discounts in shops.


And no one's putting words into your mouth. The rules just interpret them. Translate them from you into your character.

I agree with you above on this. I'm saying, you don't need rules on how to speak to NPCs either. The 3 skills 3e uses are completely arbitrary to that system. A straight 50/50 is all that is required. A DM rules on the rest.

Why not do the same with combat? Just roll a simple die. If you roll high, you hit. Or better yet, put up a dart board. Put little numbers representing ACs on the board and you have to hit at least the enemy's AC. Guess what? Clumsy people will get better at... playing darts!

No one needs to play a fighter ever again! Just play wizard, Str, Dex, and BAB lost their meaning.

But wait: Wizards need to be able to shoot fire from their finger tips. Maybe with a flamethrower? Just a bottle of deodorant and a lighter will do the trick. You'll have to hit a moving target with that.

Finally, we can throw out all those expensive rulebooks.

Seriously: A slanted system that has rules for some things, but not for others, isn't a good thing. If the rules for social interaction are lacking, the game will never lose its reputation as a wargame.


Or do you believe games can have built into them judgment of a player's roleplaying?

No. But we're not talking roleplaying. Talking isn't roleplaying. Playing a role is roleplaying. Pretty obvious if you look at the word.

I'm not saying that whatever the player says should be completely ignored. I'm saying that his character's abilities should be taken into account, both to allow those who're not as good at talking as their characters (and sooner or later, that will be nearly all of us, when the cha score goes beyond 20 and the diplomacy ranks beyond 10 or so), and to discourage power gaming ("I'm in the debating club, so I'll be a good diplomat, nevermind that Krusk the Barbarian has Cha 6 and no ranks in diplomacy. Look at my shiny Str 20 at fist level!!")

The "Character's" abilities should be taken into consideration a great deal less than they have been. That's my choice. I've been pushing for 4e to be modularly optional for a while now.

If you think that, D&D isn't really for you. D&D isn't rules-light or rules-free. Never will be.
 

howandwhy99 said:
I understand your preference. Those are good games. And there are many very good games out there. My unmentioned concern is: social combat will eventually become non-optional core. Sooner or later. The same has already happened with elements I really do not want in the game. Feats. Skills. Now maybe Talents. Why haven't they kept those optional like in 2nd Edition? Because they are "better"? I don't want a time to come when a person's own ability to interrelate is so cut out from the game, I have to play different editions for basic human interaction.

I hear ya, man. I know what you're saying. I like the "social combat" rules of a game like Burning Wheel, but I know that not everyone does. (We'll have to wait and see if D&D goes that way.) I think that the design team for 4e will make choices that will alienate some people from the game. But, eh, what are you going to do?

Also: I should say that I regret my earlier post: "But rules to resolve conflicts are nice." Because those rules already exist in every edition of D&D.
 

RFisher said:
The way I've always used such mechanics is this: The player role-plays the situation. This establishes what the PC is trying to accomplish. Then the dice are rolled. This determines if he is successful.
Same here. But I also grant (small) bonuses or penalties if the roleplaying was particularly convincing/unconvincing.
 

If we accept the conceit that rules will play a role in resolving social conflicts my preferences lean heavily towards something stake-based like Burning Wheel's 'social combat' over something general like 3e's Attitude Adjustment. 'Social combat' more accurately portrays the back and forth nature of social exchanges. Additionally stake-based 'social combat' brings the actual content of the dialog to the forefront of the encounter. I'm all for rewarding socially invested PCs while at the same time encouraging meaningful choices that are grounded in the situation being played out.
 

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