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<blockquote data-quote="DeviousQuail" data-source="post: 8564397" data-attributes="member: 7025431"><p>Here's my social system from my homebrew game overlaid onto 5e. My homebrew is 2d6 so I did my best moving it to d20.</p><p></p><p>Each creature, group, organization, etc has a social wheel made up of Intimidate, Persuade, Appeal (called charm in my game but didn't want it to mix up with the 5e version), and Deceive. Intimidate and Appeal sit opposite of one another, the same with Persuade and Deceive. Each of the four has a -5, 0, or +5 based on how they react to those types of socializing. A cowardly merchant might have a +5 to Deceive, showing that they can sniff out a lie or poor offer, while also having a -5 to Intimidate, showing that they give in to threats and danger easily.</p><p></p><p>For 5e I would use Intimidation for Intimidate rolls (duh), Deception for Deceive rolls (double duh), and Persuasion for Persuade and Appeal rolls. It's up to the DM and players to enforce using attributes other than just Charisma for every roll. For example, Persuade focuses on logic and reason and should probably use Int or Wis more often. </p><p></p><p>Each person has a disposition rating as well. This just uses advantage/disadvantage or even automatic fail/success. Pretty straightforward for 5e. </p><p></p><p>Finally, the DM decides what the DC will be based on the situation. DC 10 for "can I borrow a few coppers?" DC 15 for "can you give me information on the local crime boss?" DC 20 for "can I store this highly potent and illegal poison in your wagon?" DC 25 for "Can you help me fight God, please?" </p><p></p><p>Put that all together and you get the target DC and roll method for your basic social encounters. Obviously, you don't have to roll. This framework can be used to give players an idea of how difficult it will be to convince an NPC and let the DM decide if their roleplaying works or not.</p><p></p><p>[SPOILER="What if I use two parts of the social wheel at the same time?"]Intimidate and Deceive? Persuade and Appeal? Simple, the DC is based on whichever is higher but the player can choose the higher of the two potential skill rolls. Generally two pieces of the wheel opposite one another are not used in conjunction as they are meant to be two sides of the same coin. But it's your game so do what you want.[/SPOILER]</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 8564397, member: 7025431"] Here's my social system from my homebrew game overlaid onto 5e. My homebrew is 2d6 so I did my best moving it to d20. Each creature, group, organization, etc has a social wheel made up of Intimidate, Persuade, Appeal (called charm in my game but didn't want it to mix up with the 5e version), and Deceive. Intimidate and Appeal sit opposite of one another, the same with Persuade and Deceive. Each of the four has a -5, 0, or +5 based on how they react to those types of socializing. A cowardly merchant might have a +5 to Deceive, showing that they can sniff out a lie or poor offer, while also having a -5 to Intimidate, showing that they give in to threats and danger easily. For 5e I would use Intimidation for Intimidate rolls (duh), Deception for Deceive rolls (double duh), and Persuasion for Persuade and Appeal rolls. It's up to the DM and players to enforce using attributes other than just Charisma for every roll. For example, Persuade focuses on logic and reason and should probably use Int or Wis more often. Each person has a disposition rating as well. This just uses advantage/disadvantage or even automatic fail/success. Pretty straightforward for 5e. Finally, the DM decides what the DC will be based on the situation. DC 10 for "can I borrow a few coppers?" DC 15 for "can you give me information on the local crime boss?" DC 20 for "can I store this highly potent and illegal poison in your wagon?" DC 25 for "Can you help me fight God, please?" Put that all together and you get the target DC and roll method for your basic social encounters. Obviously, you don't have to roll. This framework can be used to give players an idea of how difficult it will be to convince an NPC and let the DM decide if their roleplaying works or not. [SPOILER="What if I use two parts of the social wheel at the same time?"]Intimidate and Deceive? Persuade and Appeal? Simple, the DC is based on whichever is higher but the player can choose the higher of the two potential skill rolls. Generally two pieces of the wheel opposite one another are not used in conjunction as they are meant to be two sides of the same coin. But it's your game so do what you want.[/SPOILER] [/QUOTE]
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