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What is a Social challenge, anyways?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8965094" data-attributes="member: 82106"><p>Well, there are a few possibilities. Like in BitD there is a little negotiation there where first you're going to say what you want to achieve, the goal, and then the player chooses an action rating (skill basically), and the GM then decides the position and effect (how risky it is, and to what degree the goal could be achieved) based on factors spelled out in the rules (but there is some judgement here). The players then get to incorporate additional factors like assistance, pushing, devil's bargains, or spending other resources or just adding bonuses for things like class features. Finally a roll is made. Basically in that game the specific action being taken is mostly determined by which 'skill' is used. If you Prowl, you are sneaking, if you Wreck you are breaking stuff, etc. Obviously some choices may be completely ineffective/inappropriate. As a matter of course you will generally end up at a complete description of the action(s) taken. </p><p></p><p>So, basically I agree, the player is signalling WHAT and their idea of HOW, though it may not turn out to be quite accurate! I could say I want to intimidate a guy by punching him up a bit, if I get a 1-3 (bad result) I might knock him completely unconscious instead! Oops, that's unfortunate! Honestly, a lot of D&D play can work similarly, though its less common for people to explicitly talk about their ultimate goal in taking an action. It does give the GM, or player, more leeway in describing the outcomes though.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8965094, member: 82106"] Well, there are a few possibilities. Like in BitD there is a little negotiation there where first you're going to say what you want to achieve, the goal, and then the player chooses an action rating (skill basically), and the GM then decides the position and effect (how risky it is, and to what degree the goal could be achieved) based on factors spelled out in the rules (but there is some judgement here). The players then get to incorporate additional factors like assistance, pushing, devil's bargains, or spending other resources or just adding bonuses for things like class features. Finally a roll is made. Basically in that game the specific action being taken is mostly determined by which 'skill' is used. If you Prowl, you are sneaking, if you Wreck you are breaking stuff, etc. Obviously some choices may be completely ineffective/inappropriate. As a matter of course you will generally end up at a complete description of the action(s) taken. So, basically I agree, the player is signalling WHAT and their idea of HOW, though it may not turn out to be quite accurate! I could say I want to intimidate a guy by punching him up a bit, if I get a 1-3 (bad result) I might knock him completely unconscious instead! Oops, that's unfortunate! Honestly, a lot of D&D play can work similarly, though its less common for people to explicitly talk about their ultimate goal in taking an action. It does give the GM, or player, more leeway in describing the outcomes though. [/QUOTE]
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