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Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="DEFCON 1" data-source="post: 9292301" data-attributes="member: 7006"><p>Maybe I've been misunderstanding you. If you are considering making simple Skill checks of Persuasion, Intimidation, and Deception as being "social combat"... then I'm fine with that. Because what you describe here is exactly what I've been saying... a player has to say what they want to do and the DM makes a determination of what results. <em>"I want make the vizier back off so I can talk directly to the king"</em> is exactly the sort of thing that the game expects of players. But I've been getting the impression from folks n the thread here that expecting "quiet" or "shy" players to think of and say a statement such as this is precisely the sort of thing the game needs to <em>avoid</em> by installing a "social combat" system. That it's not fair to ask those players to actually state what they want their characters to do or say.</p><p></p><p>Now whether or not the vizier does or does not back off is being determined by DM Fiat, or a Skill check, or a "social combat" system as intricate as Physical Combat (with "attack" rolls, "social armor classes", "damage", "hit points" etc. etc.)... any DM can go with whatever system they think is most compelling and interesting. But in all cases, we still expect the player to tell us just what it is they want to do. They have to tell us that they want the vizier to back off, just like they have to tell us they want to attack the goblin.</p><p></p><p>So if this is what all of you also believe, then indeed I may have misunderstood and the "social combat" mechanics you advocate for are just a matter of degrees.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9292301, member: 7006"] Maybe I've been misunderstanding you. If you are considering making simple Skill checks of Persuasion, Intimidation, and Deception as being "social combat"... then I'm fine with that. Because what you describe here is exactly what I've been saying... a player has to say what they want to do and the DM makes a determination of what results. [I]"I want make the vizier back off so I can talk directly to the king"[/I] is exactly the sort of thing that the game expects of players. But I've been getting the impression from folks n the thread here that expecting "quiet" or "shy" players to think of and say a statement such as this is precisely the sort of thing the game needs to [I]avoid[/I] by installing a "social combat" system. That it's not fair to ask those players to actually state what they want their characters to do or say. Now whether or not the vizier does or does not back off is being determined by DM Fiat, or a Skill check, or a "social combat" system as intricate as Physical Combat (with "attack" rolls, "social armor classes", "damage", "hit points" etc. etc.)... any DM can go with whatever system they think is most compelling and interesting. But in all cases, we still expect the player to tell us just what it is they want to do. They have to tell us that they want the vizier to back off, just like they have to tell us they want to attack the goblin. So if this is what all of you also believe, then indeed I may have misunderstood and the "social combat" mechanics you advocate for are just a matter of degrees. [/QUOTE]
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Social Pillar Mechanics: Where do you stand?
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