Social Skills: Deduction

DonTadow

First Post
We've heard bits and pieces of a new social system, but have not seen anything on it. I have seen a bit of stuff go across the 4e desk and a lot of things seem to be, keep the original number, and add bonuses or multipliers to adjust circumstances.

So putting the hints and this tidbit together I believe the new social system will account for a diplomacy check (or equal skill) vs the will of the opponent. The will is adjusted by by a multiplier based on circumstances such as hostility, plausibility, consequences etc. This seems to work with the hint that "social skills would not effect whether a person role plays and then roles the diplomacy check or the other way around". It also fits in with the add a multiplier system set up for other things.

Could I be right in my line of thinking?
 

log in or register to remove this ad

One thing I have seen is that it's not going to just be a single roll by a single PC that determines the result of the social encounter. I suspect that you will see multiple checks being needed over the course of the conversation, made by all the people participating to determine success.

A single die roll to determine success or failure isn't going to be enough for it to be considered an encounter that would be worth giving awarding XP to the entire party.
 
Last edited:

A few of the things I have read (in particular, the WotC Web article about the Vampire-infested inn) suggest that the social encounter system will involve a great deal of tactical choices.

So, when trying to convince an NPC to do something, you might flatter them, reason with them, scare them, seduce them, and so forth. And that depending on the NPC in question, these various tactics have difference chances of being effective.
 

Bah, make it fun and keep it simple!

If the PCs are supposed to learn some of the local knowledge about the haunted manor, let them do it (automatic success) if they are trained. If it would help the story or give them their deserved treasure that they find something hidden, AUTOMATIC SUCCESS; why hurt the story or penalize the players or devolve into "OK, I take 20."

If they act like jackasses in social encounters, then they wanna see what happens, so let things blow up in their face. If they are trying hard to roleplay and "win" the social encounter, then let them win. No need to consult the rules.

Let each character shine in the process: respect for the fighters prowess & leadership, the rogue's way with words & contacts, the cleric's diplomacy, the wizard's knowledge and rationality... etc.
 

arscott said:
So, when trying to convince an NPC to do something, you might flatter them, reason with them, scare them, seduce them, and so forth. And that depending on the NPC in question, these various tactics have difference chances of being effective.

9-s.jpg


Dun dun dunnnnnnn...

:p
 

Well in 3E at least, making it automatic fails to distinguish in any way between the 6 charisma orc fighter with 1 rank in a social skill and the 18 charisma diplomat who maxed his social skills out.

4E may not have skill ranks, but I suspect the character who put an 18 in his charisma would like to feel it made a meaningful difference to how he does social skills compared to the character who used charisma as a dump stat. That's where rules tend to be handy.
 


BradfordFerguson said:
If they act like jackasses in social encounters, then they wanna see what happens, so let things blow up in their face. If they are trying hard to roleplay and "win" the social encounter, then let them win. No need to consult the rules.

You could say the same thing about combat. If they act like idiots in a combat situation, let them get stomped flat. If they are trying hard to be smart and win the encounter, then let them win. No need to consult the rules.

I suspect that having a better defined social encounter mechanic will actually enhance roleplaying; it will encourage players to think more about what they're saying and consider all available options.
 

Remove ads

Top