ThirdWizard
First Post
I love a well designed social combat system. I'd be all for it in D&D if it were fun and interesting to play through.
I would never use this system. If I'm using "fortune at the end", the closest I'd come to something like this is a die pool, rolled all at once. "Fortune at the beginning", then narrate is something I'd use before that. But mainly, where you see "fortune in the middle" as pulling one out of the game, I see a complex system that doesn't drive narration with "fortune in the middle" as needless complexity. If it has no decision points while it happens, and those decision points don't matter a lot, why bother?![]()
"Fortune and the front" or "fortune at the end" doesn't mater to me. My issue with "fortune in the middle" is that it tends to frame the social interaction into inorganic segments by requiring X amounts of rolls in the middle of roleplaying.
Unlike combat, social interaction is something I can resolve through talking and something that I feel I can judge based on everyday experience.
Dice are used in combat because we don't have any other means to know how a deadly battle would turn out. But doing something without dice and rules is always preferable.
While this may be something that works at your table, sometimes people want to play characters that are radically different from themselves, which is pretty tough to act out, especially if you're making stuff up on the spot. I like roleplaying as much as the next guy, but I don't even pretend I am a high Int, high Wis, or high Cha person. It's nice if the game offers an opportunity for a shy person to play a silver-tongued character.Unlike combat, social interaction is something I can resolve through talking and something that I feel I can judge based on everyday experience.
Dice are used in combat because we don't have any other means to know how a deadly battle would turn out. But doing something without dice and rules is always preferable.