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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Social skills vs. ... all other mechanics
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="GnomeWorks" data-source="post: 7485959" data-attributes="member: 162"><p>The problem, as I see it, is thus.</p><p></p><p>You have a player who wants to play a wizard. We have rules for magic; that the player is not a magician IRL thus poses no problem.</p><p></p><p>You have a player who wants to play a fighter. We have rules for combat; that the player is not that strong or a fighter IRL thus poses no problem.</p><p></p><p>You have a player who wants to play a crafty woodsman. We have (some) rules for handling woodcraft and exploration; that the player is not a woodsman IRL thus poses minimal problem. The dearth of exploration mechanics in general makes this tricky, but typically there's enough crunch there to make this workable.</p><p></p><p>You have a player who wants to play a charismatic leader or persuasive type. We now have a problem, because the rules for this have pretty much always been garbage, if they exist at all.</p><p></p><p>3e's skill system was abysmal for handling social interactions, because they were essentially binary: you either roll a high enough Diplomacy, or you don't. We can quibble all day about DMs using circumstantial modifiers and trying to take into account the character's Charisma versus that of the player, of focusing on content, providing bonuses for "roleplaying" and all that... but at the end of the day, the systems we've seen in D&D barely qualify as <em>systems</em>.</p><p></p><p>This is not an easy problem - that D&D has failed at it (and it has, mechanically) repeatedly and consistently over its editions is not meant as a dig at D&D, because it is a difficult problem and not easily resolvable. At the end of the day, there are only so many ways to sword at people, and only so many contexts in which that happens. How do you generalize a social interaction system that's supposed to be able to handle, in theory, everything from convincing a peasant to give you an apple, to convincing the king to go to war?</p><p></p><p>My own musing on this problem has led me to the conclusion that focusing on the results, on the specifics of a social exchange, is impossible. We can't mechanically represent individual goals that occur at the table, because they're going to almost literally be unique. It's not feasible to mechanize that. I think instead what might be possible to do is to build a "social combat" (though I detest that phrase) system that's built around some set of intentionally-vague virtues or ethics, split into groups, which would variously oppose or align with one another. A more complex, nuanced version of D&D alignment could yield such a setup, which you could then use as a foundation for a social interaction system that "feels" better than just winging it, or using binary skill checks.</p><p></p><p>Of course, at the same time, you also have a notable portion of the gaming population who feels that this sort of thing is heterodox, that mechanizing what is essentially RP is destructive of, or at least detrimental to, the whole concept of roleplaying. I have an intuition that they're wrong, but implementing a mechanical chassis for social interaction would certainly make such events at the table <em>different</em> compared to how they are done now. I have tried to put some thought into this, as well, and have some loose thoughts regarding some sort of "social currency:" arguments or facts that could be discovered and used in specific social conflicts to garner some kind of advantage (and not strictly the 5e sort of advantage). Of course, the precise implementation of that sort of thing, I feel, might bring us right back to where we started: these things would effectively be unique to any given social encounter, which may very well defeat the purpose of a more generalized social encounter framework.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 7485959, member: 162"] The problem, as I see it, is thus. You have a player who wants to play a wizard. We have rules for magic; that the player is not a magician IRL thus poses no problem. You have a player who wants to play a fighter. We have rules for combat; that the player is not that strong or a fighter IRL thus poses no problem. You have a player who wants to play a crafty woodsman. We have (some) rules for handling woodcraft and exploration; that the player is not a woodsman IRL thus poses minimal problem. The dearth of exploration mechanics in general makes this tricky, but typically there's enough crunch there to make this workable. You have a player who wants to play a charismatic leader or persuasive type. We now have a problem, because the rules for this have pretty much always been garbage, if they exist at all. 3e's skill system was abysmal for handling social interactions, because they were essentially binary: you either roll a high enough Diplomacy, or you don't. We can quibble all day about DMs using circumstantial modifiers and trying to take into account the character's Charisma versus that of the player, of focusing on content, providing bonuses for "roleplaying" and all that... but at the end of the day, the systems we've seen in D&D barely qualify as [i]systems[/i]. This is not an easy problem - that D&D has failed at it (and it has, mechanically) repeatedly and consistently over its editions is not meant as a dig at D&D, because it is a difficult problem and not easily resolvable. At the end of the day, there are only so many ways to sword at people, and only so many contexts in which that happens. How do you generalize a social interaction system that's supposed to be able to handle, in theory, everything from convincing a peasant to give you an apple, to convincing the king to go to war? My own musing on this problem has led me to the conclusion that focusing on the results, on the specifics of a social exchange, is impossible. We can't mechanically represent individual goals that occur at the table, because they're going to almost literally be unique. It's not feasible to mechanize that. I think instead what might be possible to do is to build a "social combat" (though I detest that phrase) system that's built around some set of intentionally-vague virtues or ethics, split into groups, which would variously oppose or align with one another. A more complex, nuanced version of D&D alignment could yield such a setup, which you could then use as a foundation for a social interaction system that "feels" better than just winging it, or using binary skill checks. Of course, at the same time, you also have a notable portion of the gaming population who feels that this sort of thing is heterodox, that mechanizing what is essentially RP is destructive of, or at least detrimental to, the whole concept of roleplaying. I have an intuition that they're wrong, but implementing a mechanical chassis for social interaction would certainly make such events at the table [i]different[/i] compared to how they are done now. I have tried to put some thought into this, as well, and have some loose thoughts regarding some sort of "social currency:" arguments or facts that could be discovered and used in specific social conflicts to garner some kind of advantage (and not strictly the 5e sort of advantage). Of course, the precise implementation of that sort of thing, I feel, might bring us right back to where we started: these things would effectively be unique to any given social encounter, which may very well defeat the purpose of a more generalized social encounter framework. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Social skills vs. ... all other mechanics
Top