abirdcall
(she/her)
Right but, if that's the average social encounter, then when people say "I wish the game focused more on roleplaying" or that characters have more social abilities, what does that even mean?
I guess we would need to ask them.
Right but, if that's the average social encounter, then when people say "I wish the game focused more on roleplaying" or that characters have more social abilities, what does that even mean?
It means people want games with more role playing then roll playing, or to put it simply a game that is anything other then mindless combat.Right but, if that's the average social encounter, then when people say "I wish the game focused more on roleplaying" or that characters have more social abilities, what does that even mean?
My answer, one of them, is to simply point at the SC system in 4e. If something isn't significant enough to trigger such an encounter (which in and of itself defines the basic elements of structure) then there isn't a social conflict, and I see no reason to engage a set of mechanics in order to simply deal with an INTERACTION where nothing is at stake. So, the PCs need to deal with the Residuum Traders of Ohm because they need a significant quantity of pure residuum in order to build the Device of Qa'al. The dramatic question here being "Is the wizard Cantose going to have to give up the money he had put aside to join the Guild of The Orb in order to help his friend Jantos construct the Device so he can rescue his girlfriend?" Well, is he? Is he going to DO it if it comes to that or not? Those are interesting questions, and if he can successfully negotiate with the Traders, he might still have enough cash for the membership fee. In that case he can have his cake and eat it too, so to speak, but otherwise he'll have a tough choice to make. The GM is going to put the paint on that, as 4e gives him the freedom to set the complexity, and probably the level of the challenge (it might be argued it falls at the level of the Quest all this is adjudicating). The GM will also set the specific primary and secondary skills, although that generally comes down to "the ones that obviously fit with the fiction in this situation." To be honest I've pretty much ditched the idea of specific primary and secondary skills, though as a GM I will usually call out things that I think will be apparent uses in each situation.A lot of people say they want the game to focus more on Social interaction and roleplaying. Or decries that there aren't Social mechanics. But what would that even look like?
Would we have "Social monsters" with a "Social CR" and care taken to ensure they have level-appropriate Social abilities? Would you earn xp for "defeating" a social encounter? How does one define victory?
The game as it stands now, it mostly comes down to "wily merchant has thing you want but charges too much." "I roll Persuasion, and get a 17." "DM thinks, decides that's a good enough number, merchant drops the price". You can add some nuance by allowing players to make other checks to get information that might give them advantage, but players have lots of tools to give them advantage as needed, or expertise to gain stratospheric check results.
And what's a social ability? What would it look like? Advantage on certain checks? The ability to auto win a social roll? Or in the case of an NPC, impose disadvantage or just ignore the results of a check, like some kind of "Legendary social resistance?".
Is it worth it to have a detailed system where all parties roll Social initiative, both sides have "resolve" (social hit points), and everyone takes turns trying to wear the other party down? Should there be a Social AC or Social saves?
And would it even be worth it, when players can possibly use spells to circumvent the whole system (as they generally do with exploration)?
Oh, yeah, maybe like a threat titled something like "What is a Social Challenge, anyways?"I guess we would need to ask them.
What DoW does that is fun is two main things. First, it facilitates you role playing out the argument, because every time you roll for an action you actually have to say a sentence or two of what your character is saying, and make it sound like they're doing the action you picked. So, it you choose rebuttal, you actually have to role play your character rebutting a point. In my experience this is really fun, because although I might have choose rebuttal because I'm expecting my opponent to make a Point, I then actually have to rebut their point after they make it. It's a fun RP exercise! Secondly, it provides rules for establishing the winners, losers, and more often than not, compromises. Whether the Duel of Wits is between PCs or a PC and an NPC, the result of the mechanics determines who has to compromise by how much. This disclaims the responsibility for the GM in making potentially tough decisions about how NPCs react to PC arguments. Between two PCs this system provides a fair way to decide between the players who's character has to give more in the compromise.
I think you all might well check out @Manbearcat's PbP of 4e, which includes quite a few SCs, highly modern cutting edge 4e-style SCs executed by players playing with a very clear notion of how that works. It turns out it is pretty damned tight! I mean, @darkbard has noted that the success rate is very high, but my take on that is that the stakes in an SC should be no less momentous than those of a combat, so outright loss should be a low-probability outcome, assuming the players are playing well. Also, 4e allows for raising the level of an encounter in order to create a greater challenge (and also XP reward), so higher stakes challenges that you might actually lose will be higher level, and thus harder to win (or at least requiring the expenditure of more serious resources).I do not believe that D&D needs a specific social subsystem but I believe that D&D needs a non combat resolution system that is more complex and nuanced than the simple pass fail of the ability check
I am not sure what that would look like, the skill challenge was an attempt but I think it lacked something.
I will admit that I maybe looking for something fairly meta, so I would be happy with an optional add-on. My issue with the skill challenge was that it was still mostly pass fail.
My thoughts are that the players spend some meta currency to increase success that the DM can later use to raise complications but that may not be the best approach.