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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Social Pillar Mechanics: Where do you stand?
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="M_Natas" data-source="post: 9293341" data-attributes="member: 7025918"><p>I mean, I'm pretty sure they could tell by my descriptions that they were succeeding and on the right track. I really prefer to draw the finish line trough ingame means. </p><p>I also wouldn't tell the players how much HP a Monster has, but would make it clear with the description if it is barley scratched, wounded or hanging on a thread.</p><p>I prefer to not use playervisble meta currency whenever possible. Like I hat hate the Bastion points in the D&D24 Beta Test with a passion, because they are stupid.</p><p>Also not exactly knowing if you are succeeding until it is done is also tension raising. Nor knowing is a powerful tool (that's why in good horror films you don't see the monster for a long time because the moment you really see it the tension is usullay gone).</p><p></p><p>But I prefer the visible failure points to be rooted inside the game world.</p><p>Like ... there is the city council with 9 members. In order to get the Law passed you want, you need to convince at least 5 council members. So know we have an ingame justification.</p><p></p><p>The write up is fine and If I would write it up to publish I would probably look similar to your write up, including possible venues the PCs could take, failure and win conditions ectera. But again, all DM facing.</p><p></p><p>I usually get the ball rolling by after Inset the scene I ask the (for the scene) most important player what he wants to do (else I one by random or the one with the least time to shine) and then let the players naturally go from there. But I would never call it initiative, because it is a naturally flowing back and forth.</p><p></p><p>I mean, Skill challenges are basically just an extension of RAW play. It is quite natural that for complex situations you use more than one skill check.</p><p></p><p>I didn't say no one would benefit from adding a different mode of play. I'm saying that I haven't seen one yet that I think would be an improvement over the current one. That's why I started to bring concrete table examples, because with those it is easier to show how something looks in actual play and also helps to eliminate misunderstandings on how things will work in actual play. And after the first example somebody basically said, that's not complex enough for "social combat"-rules so I tried to think of a more complex example and couldn't find one in my current game (because that is still low level and despite being quite roguish they are not on the radar of Law Enforcment yet and also quite far from other big social interactions).</p><p></p><p>I said I couldn't find many in my current game, that's why I went to my campaign before.</p><p></p><p></p><p>Yeah, and I would usually run them based on the ingame-fiction.</p><p>Like a court case, the rules are informed by the rules of the court - who is allowed to speak when, for how long and how often. So here we have fixed numbers based on the ingame fiction.</p><p></p><p>So I would usually present all those examples with as concrete ingame goals as possible.</p><p></p><p>I already said (probably already 20 pages ago) I would be fine with a DM facing book a la Tashas Cauldron of Social mixture that gives like 20 or 30 examples/subsystems for those specific examples you mentioned to help DMs run those things.</p><p>As long as they don't have player facing Meta currencies, I will be fine with that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9293341, member: 7025918"] I mean, I'm pretty sure they could tell by my descriptions that they were succeeding and on the right track. I really prefer to draw the finish line trough ingame means. I also wouldn't tell the players how much HP a Monster has, but would make it clear with the description if it is barley scratched, wounded or hanging on a thread. I prefer to not use playervisble meta currency whenever possible. Like I hat hate the Bastion points in the D&D24 Beta Test with a passion, because they are stupid. Also not exactly knowing if you are succeeding until it is done is also tension raising. Nor knowing is a powerful tool (that's why in good horror films you don't see the monster for a long time because the moment you really see it the tension is usullay gone). But I prefer the visible failure points to be rooted inside the game world. Like ... there is the city council with 9 members. In order to get the Law passed you want, you need to convince at least 5 council members. So know we have an ingame justification. The write up is fine and If I would write it up to publish I would probably look similar to your write up, including possible venues the PCs could take, failure and win conditions ectera. But again, all DM facing. I usually get the ball rolling by after Inset the scene I ask the (for the scene) most important player what he wants to do (else I one by random or the one with the least time to shine) and then let the players naturally go from there. But I would never call it initiative, because it is a naturally flowing back and forth. I mean, Skill challenges are basically just an extension of RAW play. It is quite natural that for complex situations you use more than one skill check. I didn't say no one would benefit from adding a different mode of play. I'm saying that I haven't seen one yet that I think would be an improvement over the current one. That's why I started to bring concrete table examples, because with those it is easier to show how something looks in actual play and also helps to eliminate misunderstandings on how things will work in actual play. And after the first example somebody basically said, that's not complex enough for "social combat"-rules so I tried to think of a more complex example and couldn't find one in my current game (because that is still low level and despite being quite roguish they are not on the radar of Law Enforcment yet and also quite far from other big social interactions). I said I couldn't find many in my current game, that's why I went to my campaign before. Yeah, and I would usually run them based on the ingame-fiction. Like a court case, the rules are informed by the rules of the court - who is allowed to speak when, for how long and how often. So here we have fixed numbers based on the ingame fiction. So I would usually present all those examples with as concrete ingame goals as possible. I already said (probably already 20 pages ago) I would be fine with a DM facing book a la Tashas Cauldron of Social mixture that gives like 20 or 30 examples/subsystems for those specific examples you mentioned to help DMs run those things. As long as they don't have player facing Meta currencies, I will be fine with that ;). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Social Pillar Mechanics: Where do you stand?
Top