Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
(+) Social Mechanics Optional Modules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8564115" data-attributes="member: 6790260"><p>Each of the three mental stats provides a derived characteristic useful for "dispute" (the social equivalent of "combat.") Intelligence provides Wit, the dispute equivalent of Initiative, e.g., those with high Intelligence are "quick-witted." Charisma provides <em>Belief Class</em> or BC, the dispute equivalent of <em>armor class</em> or AC; it is your self-confidence, your ease with which you deflect the manipulations of others. Wisdom is the basis of your "Counter Points" or CP (analogous to HP), which measure your ability to handle <em>being</em> countered (exactly as HP measure your ability to handle <em>being</em> hit, not how <em>well</em> you hit).</p><p></p><p>I would then attempt to define dispute roles, as in, more-or-less cohesive packages of behavioral goals a character might have and which they should have some starting/innate facility with. You can have the "person of few words" types, who are hard to dislodge but must wait for the right opportunity to dish out a simple, devastating retort. You have the bright and flashy types that call attention to themselves or lead opponents on verbal wild goose chases (consider Flash in that one episode of <em>Justice League</em> where he defends Green Lantern against an accusation of planet-murder), less concerned with making effective points and more with harrying or confusing the opponent. You have the incisive intellectuals, who build up a case from solid foundations. You have the heartstring-pullers, who make risky (emotional) plays but win big when they succeed. Etc.</p><p></p><p>With enough of these roles (I would think 3-5), you can then start creating an actual <em>game</em> of the process of winning a dispute. By these lights, a formal <em>dispute</em> is something very serious--the kind of thing that might be treated as a major and difficult Skill Challenge in 4e. Skill Challenges thus become a useful intermediate step, between the ultra-simple "make your case and roll a die" (useful for a lot of situations, but kinda boring if it's your only option), and the complex and weighty "disputes," which involve a serious back-and-forth and may even result in allies "falling" (either excusing themselves from the deliberations or, if it makes sense, possibly even showing sympathy for the opponent's side!)</p><p></p><p>The goal would not be to make absolutely ALL social encounters work like this. That would be pretty pointless, not to mention actively worsen the rules. Rather, it would be to spice up an area of rules that all too often ends up being either absolute freeform "mother-may-I" (and thus grating because it's hardly different from merely "playing the DM") or absolute "whatever the singular die you roll says is what happens" (and thus grating because, y'know, that's a crazy simplistic way of representing a huge swathe of human interaction).</p><p></p><p>I wouldn't want it to develop to the <em>full</em> breadth and complexity of 4e combat rules. But having something with a bit more heft to it--where it feels like you really have to <em>work</em> and <em>strategize</em> for your success--seems like a useful tool for including in the DM toolbox, even if some (or many!) groups simply don't choose to use it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8564115, member: 6790260"] Each of the three mental stats provides a derived characteristic useful for "dispute" (the social equivalent of "combat.") Intelligence provides Wit, the dispute equivalent of Initiative, e.g., those with high Intelligence are "quick-witted." Charisma provides [I]Belief Class[/I] or BC, the dispute equivalent of [I]armor class[/I] or AC; it is your self-confidence, your ease with which you deflect the manipulations of others. Wisdom is the basis of your "Counter Points" or CP (analogous to HP), which measure your ability to handle [I]being[/I] countered (exactly as HP measure your ability to handle [I]being[/I] hit, not how [I]well[/I] you hit). I would then attempt to define dispute roles, as in, more-or-less cohesive packages of behavioral goals a character might have and which they should have some starting/innate facility with. You can have the "person of few words" types, who are hard to dislodge but must wait for the right opportunity to dish out a simple, devastating retort. You have the bright and flashy types that call attention to themselves or lead opponents on verbal wild goose chases (consider Flash in that one episode of [I]Justice League[/I] where he defends Green Lantern against an accusation of planet-murder), less concerned with making effective points and more with harrying or confusing the opponent. You have the incisive intellectuals, who build up a case from solid foundations. You have the heartstring-pullers, who make risky (emotional) plays but win big when they succeed. Etc. With enough of these roles (I would think 3-5), you can then start creating an actual [I]game[/I] of the process of winning a dispute. By these lights, a formal [I]dispute[/I] is something very serious--the kind of thing that might be treated as a major and difficult Skill Challenge in 4e. Skill Challenges thus become a useful intermediate step, between the ultra-simple "make your case and roll a die" (useful for a lot of situations, but kinda boring if it's your only option), and the complex and weighty "disputes," which involve a serious back-and-forth and may even result in allies "falling" (either excusing themselves from the deliberations or, if it makes sense, possibly even showing sympathy for the opponent's side!) The goal would not be to make absolutely ALL social encounters work like this. That would be pretty pointless, not to mention actively worsen the rules. Rather, it would be to spice up an area of rules that all too often ends up being either absolute freeform "mother-may-I" (and thus grating because it's hardly different from merely "playing the DM") or absolute "whatever the singular die you roll says is what happens" (and thus grating because, y'know, that's a crazy simplistic way of representing a huge swathe of human interaction). I wouldn't want it to develop to the [I]full[/I] breadth and complexity of 4e combat rules. But having something with a bit more heft to it--where it feels like you really have to [I]work[/I] and [I]strategize[/I] for your success--seems like a useful tool for including in the DM toolbox, even if some (or many!) groups simply don't choose to use it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
(+) Social Mechanics Optional Modules
Top