Social Skills, starting to bug me.

Mallus said:
What if you also want the feeling of accomplishment that comes from having the exact words you chose decide the encounter's success?

These are things social resolution mechanics cannot provide, by design, even. Which is why free-form compliments a formal system nicely.

Why wouldn't you get the same thing from a formal system? You say exactly the right thing, DM gives you a whacking great bonus to your check, you win. That sort of thing is built into a good social mechanic.

No one is arguing that a social mechanic should replace all in-character talking. That would be a bad system and we all agree with that. And, sure, a free-form system can certainly work. I just think that a formal system works better. That just leaving it up to the table has too many negative consequences.

Obviously that's a taste thing though. Which, again, I think we agree on.
 

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As for the torch bracket... If they specifically say they're looking at the bracket, they find the silver rod. If they just generally say they're searching the room for secret doors, traps, or whatever, they have their character's normal chance of finding stuff. I'll often default to a 1-2 in 6 if nothing's specified in the rules. If they don't search the room they're not going to find it.
A 3' long silver rod in a torch bracket (generally placed at or around eye-level, if period movies are to be believed) strikes me as pretty visible. If I walked into a room containing such a thing, I think I would notice it on a better than 1-in-3 chance following ten minutes of hunting around.

Now maybe I'm overestimating it's visbility - and perhaps it's a very tarnished silver rod - but I think part of [MENTION=22779]Hussar[/MENTION]'s point is that different game participants can have different views as to what is hidden/concealed and what evident.

I don't think it's bad to allow DMs to set what they think is reasonable. But then, I've generally played with reasonable people and don't know why anyone would bother to do otherwise.

I don't think "There's a bed" followed by "I look under the bed" is pixelbitching.

<snip>

If there's a non-hidden element to the campaign world, I think the players should engage with it -- the bed in my example, the idol with gemstone eyes, the dungeon door, etc.
This takes me back to chaochou's post above - what does "engaging with the bed" mean?

There's this kind of context-free situation (You're in a room with a bed in it) and you're asked "What do you do?"

Do I?
* check for traps
* set the bed on fire
* look under the bed
* cut the mattress open
* go to sleep
* close the door and go somewhere else
* make a rope out of the sheets
* search for clues about the occupant
* ask for a perception check

I don't really think any are more or less valid choices for a player, but the answer will offer a glimpse of genre expectations and playstyle.
For any sort of resolution system to work, it may be that the players and the GM have to be on the same page to a signficant extent. Maybe resolution by free-roleplaying puts particular pressure on this aspect of RPGing, but I'm not sure.

If what you're saying isn't obviously reasonable or unreasonable, I'll roll on the reaction chart, adjust for charisma and whatever other circumstances might exist, and tell you what happens. If you want to continue to engage the npc from there, we repeat the process. I don't see why it requires 3e's bluff, sense motive, intimidate, diplomacy, etc. hierarchy of skills to do it reasonably.
Well, there's no deep difference - is there? - between AD&D's social mechanics (with the reaction chart and CHA bonuses) and 3E's social mechanics, except that 3E divides CHA into a number of sub-abilities that have different flavours (Bluff, Intimidate, Diplomacy).

I quite like a game with those different flavours, because it let's the player express something about the personality and worldview of his/her PC through the flavour(s) that s/he chooses, but I think they're obviously not essential. So on this I think we agree.

What if you also want the feeling of accomplishment that comes from having the exact words you chose decide the encounter's success?
I agree with Hussar that a good social resolution system will ensure that this is the case, but not for the same reason. I'm not the biggest fan of "good speech earns big bonus" - I tend to confine it to very modest bonuses. But it will matter in another way. In a good social resolution system, the exact words you choose will shape the consequences of resolution - be they victory one way, or the other, or a compromise of some sort.

(And so as not to be too coy, the sorts of resolution systems I have in mind here are skill challenges and their (rough) analogues in other games eg BW's duels of wits.)
 

Why wouldn't you get the same thing from a formal system? You say exactly the right thing, DM gives you a whacking great bonus to your check, you win. That sort of thing is built into a good social mechanic.

That's what I do in 3.5/PF. Of course, if the player did say something particularly awesome, that bonus is "whatever that PC needs to make sure he succeeds on the die roll even if he rolls a 1".
 

Why wouldn't you get the same thing from a formal system? You say exactly the right thing, DM gives you a whacking great bonus to your check, you win. That sort of thing is built into a good social mechanic.
Oh sure, you could get the same result from a formal system -- but if, during a session, I'm about to hand out a "whacking great bonus" (nice phrase, BTW), I'd probably just forgo the roll. A that point, I don't need the system to determine the result. I've already (mostly) decided (by virtue of assigning the big bonus).

To me, it's like presenting the players with a riddle, listening to them solving the riddle, then making them roll to solve the riddle they've already solved, but with a bonus to the roll (for actually solving the riddle).

If they've solved it, the question's been answered, move on.

No one is arguing that a social mechanic should replace all in-character talking.
I know. And I'm not arguing for the removal of social mechanics -- I just prefer to use them selectively, mainly to allow less chatty/extroverted players the chance to play a Casanova (or a Kissinger!)

Obviously that's a taste thing though. Which, again, I think we agree on.
Absolutely.

Well, there's no deep difference - is there? - between AD&D's social mechanics (with the reaction chart and CHA bonuses) and 3E's social mechanics, except that 3E divides CHA into a number of sub-abilities that have different flavours (Bluff, Intimidate, Diplomacy).
AD&D's reaction rolls happen right at the start of an encounter (I think). They set the initial attitude of the NPCs, before the players do anything. So you could say they set the base difficulty.

3e social skill checks occur in response to player speech/action. So they provide explicit pass/fail branching during the encounter. In AD&D, there's no mechanic to decide the believability of a specific statement.

The other big difference is 3e requires players to sink resources in socially-adept PCs as they level. A CHA 15 AD&D fighter is always charismatic. A CHA 15 3e fighter is kinda-sorta charismatic, but requires careful grooming as they level in order to be capable as both face and fighter (and 3e makes this specific type needlessly difficult to create).

I'm not the biggest fan of "good speech earns big bonus" - I tend to confine it to very modest bonuses.
Out of curiosity - why? Doesn't this place more emphasis on a player's character building skills and die rolls than their live play around the table?

But it will matter in another way. In a good social resolution system, the exact words you choose will shape the consequences of resolution - be they victory one way, or the other, or a compromise of some sort.
Oh sure... I'm not questioning whether words+(good) system can produce interesting and satisfying results. It's just that I'm after a particular kind of satisfaction; "winning" on the strength of what I (or my players) actually say.

Sometimes it doesn't matter if their are interesting consequences for solving/not-solving the riddle. What matters, where the fun is, is the act of solving the riddle.

(And so as not to be too coy, the sorts of resolution systems I have in mind here are skill challenges and their (rough) analogues in other games eg BW's duels of wits.)
I've *yet* to play Burning Wheel... perhaps this year. The Duel of Wits sounds fascinating, I'd love to see what it produces with my gaming group. Does BW handle satire well?
 

Oh, hey, Mallus, you don't need to argue very hard to convince me that d20's social mechanics are lacking. I'd totally agree with that. The fact that the social mechanics are the same as all the other skill mechanics is a poor fit IMO. The idea that we should use the same resolution (pass/fail) mechanics for climbing a wall as bluffing the guard is a mistake.

I'd much, much rather see social mechanics get about 30% of the loving that the combat mechanics get. :D Parity would be too much. We don't really need that level of mechanics in social interaction. But, the current level isn't enough, again IMO. I want a solid mechanical framework to work with.
 

3e requires players to sink resources in socially-adept PCs as they level. A CHA 15 AD&D fighter is always charismatic. A CHA 15 3e fighter is kinda-sorta charismatic, but requires careful grooming as they level in order to be capable as both face and fighter (and 3e makes this specific type needlessly difficult to create).
I was thinking of action resolution rather than PC build. I agree that it is hard to recreate the high CHA fighter in 3E (likewise, though to a lesser extent, in 4e - though arguably that's a deliberate design feature, to open up space for the warlord).

AD&D's reaction rolls happen right at the start of an encounter (I think). They set the initial attitude of the NPCs, before the players do anything. So you could say they set the base difficulty.

3e social skill checks occur in response to player speech/action. So they provide explicit pass/fail branching during the encounter.
It's a while since I've run or played AD&D, but what you say sounds right. Although I think I may have expected the PCs to at least talk for a bit before the reaction result was cemented - how else is the CHA meant to come into play? And other factors that play into reaction/loyalty/morale, like the reasonableness of any offer? (I used to use a version of the system that was published in a mid-80s Dragon - maybe #99 or thereabouts? - that combined the modifiers scattered throught the DMG into one handy set of charts based on a d20 rather than a d%.)

Out of curiosity - why? Doesn't this place more emphasis on a player's character building skills and die rolls than their live play around the table?
For the same reason as you give in your reply to Hussar:

if, during a session, I'm about to hand out a "whacking great bonus" (nice phrase, BTW), I'd probably just forgo the roll. A that point, I don't need the system to determine the result. I've already (mostly) decided (by virtue of assigning the big bonus).
Agreed. If the play at the table settles the matter, there is no need to roll (say yes or roll the dice).

Conversely, however, if the dice are to be rolled, then the dice should matter, in which case I prefer to keep bonuses modest.

Does this place more emphasis on PC-build? Yes and no. If you build your PC as a Bluff and Intimidate machine, I prefer that such a PC should play differently from a PC who is build as a Diplomat. Such a PC should come acrross as manipulative, insincere and (perhaps) shallow.

The player of such a PC has an incentive, then, to try to affect situations so that (for example) lying, rather than honest conciliation, will be the better strategy (or at least a viable one). Much like the player of an archer has an incentive to try to affect combat situations such that ranged combat is viable.

In both cases, the build shapes the parameters for the exercise of player skill in play. The interesting thing about social builds, however, compared to combat builds, is that they are more likely to lead to the players trying to shape siutuations in different directions, which I think can add to the tension at the table.

I'm not questioning whether words+(good) system can produce interesting and satisfying results. It's just that I'm after a particular kind of satisfaction; "winning" on the strength of what I (or my players) actually say.

Sometimes it doesn't matter if their are interesting consequences for solving/not-solving the riddle. What matters, where the fun is, is the act of solving the riddle.
I'm not quite sure what you see as the analogue, in social encounters, of "solving the riddle" (I assume that we're not, here, talking about "what's the password?" or "what's the polite form of greeting in Nyrond?" encounters).

I use two sorts of die-based action resolution in my 4e game. I use simple checks when a PC says something hoping to trick, or threaten, or calm, or befriend someone, and it is not obvious what the result of that attempt should be (eg will the cultist spill the beans, or is s/he so fanatical that s/he'll take her/his secrets to the grave?). A check against the appropriate DC gives the answer. If, due to some factor such as (i) knowing the personality of the NPC, and/or (ii) the words actually spoken for the PC by the player, the result is obvious, then no die roll is needed. (For this second sort of assessment I will have regard to the PC's skill bonuses - for example, even if a player delivers some words somewhat haltingly, if they're intended as a threat and the PC is trained in Intimidate I will assume that in the gameworld the words have been uttered in a menacing fashion.)

The second sort of resolution system is the skill challenge. The function of skill checks, in this system (at least as I use it) is to trigger the introduction of complications until the challenge comes to an end. If a check succeeds, the complication builds on things going the player's way. If a check fails, the complication builds on things going against the player (perhaps failure of task, but more likely failure of intent - eg you persuade the baron of your sincerity, but he responds in a different way from that which you hoped/expected).

In this sort of system, the words uttered are crucial - they set the context for ensuing complications - and the actual checks work more at the metagame level, pushing the scene one way or another until it reaches its resolution.

I find that using this sort of approach has at least three payoffs for my game. One, it helps make social conflicts fill "space" at the table, in something like the way that combat tends to by default. Two, it produces unexpected outcomes and compromises. Because of the system of structured introduction of complications, the players have to have their PCs keep saying things - and new things - which means that strategies and goals evolve over the course of the resolution (this is a function, in part, of the creation of "space"). Third, it means I don't have any problem of only the party "face-man" speaking. If the complications in a situation mean that (for instance) the dwarven warpriest is going to look like an idiot unless he says something, then he will speak, even if the die roll is likely to fail (and hence produce a players-adverse rather than player-favouring consequence). This third consequence also relates to what I said above, about the players having an incentive to shape situations to suit their builds - suddenly the whole table becomes involved in trying to set up a situation in which the dwarven warpriest can avoid looking like an idiot, and yet not be having to make checks that will fail and drag the whole party down. (A somewhat analogouse dynamic to that of keeping the MU safe in combat.) And when this is taking place, what is said will matter (there's a big difference, for example, between (i) saying that Lord Derrik the warpriest of Moradin is to hoarse too speak, or (ii) saying that Lord Derrik does not deign to speak to his lessers, or (iii) setting up a physical situation in which Derrik only has to speak a couple of lines, and those lines can be fed to him by his handlers).

Obviously, as you and Hussar already noted, this is largely if not completely a matter of taste, but I find I'm getting much better - and, more importantly, better "whole of table" - social dynamics using this sort of system, then I have got in the past out of more free-form style. (There seems to be at least a 3rd style out there, of using die rolls in place of actually engaging the fiction. I have never used such a system, and in my view it is not about action resolution at all - it is about "scene framing" - in effect, the player who, when told that his/her PC meets a stranger, says "I roll Diplomacy" is saying to the GM "I want to reframe this scene from a meeting with a neutral or hostile stranger to a meeting with a friendly or devoted stranger".)

I've *yet* to play Burning Wheel... perhaps this year. The Duel of Wits sounds fascinating, I'd love to see what it produces with my gaming group. Does BW handle satire well?
I haven't played Burning Wheel, but hope to in the future. I use the books to guide my 4e GMing - I think both the core BW rulebooks, and the Adventure Burner, are better guides for the 4e GM than most of what WotC has produced. There are at least 4 key ideas that I use: Say yes or roll the dice (although admittedly BW cribs this from Dogs in the Vineyard); Let it Ride; favouring Intent over Task when adjudicating failed checks; and focusing on stakes and compromise when adjudicating social skill challenges.

As to whether BW handles satire, I'm not sure but would say "perhaps, with some drifting". It is written to be played fairly seriously. For a satirical game in which social confilct resolution is at the core, I would check out The Dying Earth.
 
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Personnaly, I want the character sheet to matter and the gameplay of the player to matter too. Therefore, I came to this solution...

The player plays whatever he wants to play for his character. His actions are not impeded by the numbers on the sheet. If he comes up with a good idea, or a good speech, then this should matter and his character should succeed.

So the player states his action, does his thing. I then ask for a roll, linked to the closest skill/Stat linked to the action/interaction described. It alters slightly the result of this action. If the roll is a fail, then the action still succeeds, but not in a brilliant way. My speech is dry, dull, but the action is still a success. If the the roll is a success then the action succeeds brilliantly, and the group gets a big advantage in terms of the story.

The intented action is what matters not the roll. The roll should only tell what kind of success the action gets if the intented action is the right thing to do. If the action is clearly a bad idea then the roll will alter the kind of failure it intails.
 

The intented action is what matters not the roll.

It looks like skills don't matter in your system. Forget thinking about point allocation- that only seems to affect your degree of success, not whether you succeed or not.

And what about the flipside? What happens if the PC is extremely skilled on paper, but says the wrong thing? It would seem that the reciprocal of your method would mean that his skill doesn't matter except in determining how bad the failure was.

No thank you- I'd rather a system that uses rolls lets the rolls be fully meaningful. IOW, if I, the player, gaffe my action in a social situation, then the high roll that describes what happens to the character Sir Rakehell the Glib- who is a lifetime courtier with maxed out social skills- should at leas have a chance of it meaning HE succeeded where I failed.
 
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One of my biggest gripes is many social mechanics totally divorce themselves from the character themselves. I would dearly enjoy specific bonuses to social situations based on class and background.

Wizards may get a bonus to diplomacy when showing off their knowledgeor Intimidate when displaying hostile magic. Or perhaps a Paladin gets a bonus to making people trust his/her word and in leadership of small/large groups.

A lot of social mechanics seem...overly generic.
 
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No thank you- I'd rather a system that uses rolls lets the rolls be fully meaningful. IOW, if I, the player, gaffe my action in a social situation, then the high roll that describes what happens to the character Sir Rakehell the Glib- who is a lifetime courtier with maxed out social skills- should at leas have a chance of it meaning HE succeeded where I failed.

Naw. IRL a high-CHA, high-Diplomacy person can gaffe horribly - and everyone around him still nods and smiles. That's what 'charm' is about. So, IMC you the player can gaffe badly, and that means your PC gaffed too, which raises the DC, but on a good high Diplomacy roll the NPCs will react accordingly: "Oh that Danny-PC! The things he says! Tee hee! What a card!" :D

On my approach, it is quite hard to fail, but still possible. The usual way the player of Sir Rakehell the Glib manages to fail IMCs is by refusing to 'engage the fiction' at all, in which case he doesn't get a Diplomacy check, in which case he fails.

Example #1:
Sir Rakehell to Countess: "Your mother smells foul..."
PC rolls Diplomacy vs DC 25, gets a net 37.
Countess: ""Oh Sir Rakehell! The things you say! Tee hee! What a card!"

Example #2:
Sir Rakehell to Countess: ".... er..."
Player OOC: "I roll Diplomacy."
GM OOC: "No you don't."
Countess: "What? Out with it, man!"
 
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