Crazy Jerome
First Post
... If you drop scripting, you also need to think of some other device for making it impossible for a player to just ascertain and then apply the mechanically optimal strategy. At least to my intuition at the moment, getting the fiction front and centre seems like the best way to do this.
Tentative conclusion from these thoughts: draw on the direction D&Dnext is already heading in, of favouring strong GM framing of the circumstances of ability/skill checks (and the somewhat analogous "theatre of the mind" in combat), and try and work up a system which involves (i) at least a modest variety of social tactics (at a minimum the now-traditional "lie", "be pleasant" or "be scary"), but (ii) frames their difficulty in relation to a GM-narrated unfolding situation (which therefore sets up the room for player strategy - "We'll start like this and finish like this" - while making GM narration of the fiction pretty central), and (iii) has some sort of mechanism for bringing things to a close (whether hp-like or skill challenge-like).
I'd say there has to be multiple dimensions to the system, even if highly related. To the extent that D&D combat works, it works because it has attacks and defenses and hit points and then various spells and magic items to monkey with those simpler numbers, when they apply, etc.
I don't think an analogous system for D&D has ever been really tried, mainly because it has always been necessary to water it down to make it palatable to the people who don't like any kind of "fortune in the middle" and want to get on with it. A modular system allows for the a realy analogy to D&D combat in other spheres, because you can go all the way with it.
Such a system need not have, necessarily, "social hit points" and "social defenses" and such, though that might work. But it most definitely needs three or four separate mechanical bits, including at least one for "keeping score" that has a somewhat unpredictable aspect (as with damage rolls). And then it needs those bits defined well enough that magic can interact with it meaningfully. (Ideally, this magic will interact in such a way that those using more traditional social modules can also use the same item. For example, "rod of rulership" is a modest bonus to certain DM-adjudicated checks or even pure DM fiat in a simple module, but that same modest bonus has a concrete roll in the more complex modules.)
You can't make skill challenges palatable to those who voted No in this poll. So let's not water them down for those of us who like where skill challenges are trying to go. Heck, with a real system that is pushed hard, some people that don't like it now might find their dislike was because of the watering down, not the nature of the system itself.
