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"Why won't you listen!?" - Talking with your fists.
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<blockquote data-quote="Celebrim" data-source="post: 6343268" data-attributes="member: 4937"><p>You can pull it off in any game that allows for inflicting short term or non-lethal damage. You can house rule it into any other system where you are willing to suspend system as physics in favor of system as narrative tool by simply declaring that all (or most) damage from this scene is recovered at the end of the scene.</p><p></p><p>Note that the original 1e AD&D contained a rules subsystem for dragons that more or less did exactly that if PC's wanted to risk talking with their fists to persuade a dragon, or in the parlance of the system force it to submit. The PC's could declare that they were fighting to force the dragon to submit, and the DM would track damage inflicted without actually applying it. If the damage inflicted exceeded what would have killed the dragon, it would honorably surrender to the PC's and submit to one task on their behalf. The narrative flavor applied to such a combat was that the PC's where using the flats of their swords or otherwise insuring that they didn't do lethal damage to the dragon. You could pretty much do the same sort of thing in any game system, forcing the NPC to submit after it lost a fight. Systems that allow for short term damage would work better with less narrative force being applied, especially in cases of a mutual submission fight where the PC's are expected to submit to the NPC if they lose. Actual short term damage makes it easier to compel this without resorting to, "Your PC wouldn't do that.", and with less metagame declarations.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6343268, member: 4937"] You can pull it off in any game that allows for inflicting short term or non-lethal damage. You can house rule it into any other system where you are willing to suspend system as physics in favor of system as narrative tool by simply declaring that all (or most) damage from this scene is recovered at the end of the scene. Note that the original 1e AD&D contained a rules subsystem for dragons that more or less did exactly that if PC's wanted to risk talking with their fists to persuade a dragon, or in the parlance of the system force it to submit. The PC's could declare that they were fighting to force the dragon to submit, and the DM would track damage inflicted without actually applying it. If the damage inflicted exceeded what would have killed the dragon, it would honorably surrender to the PC's and submit to one task on their behalf. The narrative flavor applied to such a combat was that the PC's where using the flats of their swords or otherwise insuring that they didn't do lethal damage to the dragon. You could pretty much do the same sort of thing in any game system, forcing the NPC to submit after it lost a fight. Systems that allow for short term damage would work better with less narrative force being applied, especially in cases of a mutual submission fight where the PC's are expected to submit to the NPC if they lose. Actual short term damage makes it easier to compel this without resorting to, "Your PC wouldn't do that.", and with less metagame declarations. [/QUOTE]
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"Why won't you listen!?" - Talking with your fists.
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