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Would you like to see a complex social interaction module early in 5E?
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<blockquote data-quote="Minigiant" data-source="post: 5951326" data-attributes="member: 63508"><p>This is an issue. It affected my view on what kind of system could be used for complex social interaction. The system should be placed at the end of interaction and not mixed in in between the interaction.</p><p></p><p>This was the issue with skill challenges. Although it was interesting and made the character's skill more than the player. But it pulled the group out narratively and the simulation because of the RP-Roll-RP-Roll system that forced a necessary amount of roleplayed actions while forming roleplaying the social interaction.</p><p></p><p>Instead it should use the same order of Base D&D, where you RP, roll, and the DM describes the result. The only difference is that there are multiple rolls at the end that determine the result rather than one.</p><p></p><p></p><p>In my system, you roleplay the interaction right up to where the result is. Then each side is given social hit points equal to the sum of the highest Int, Wis, and Cha. Then each picks a social attack based on what they roleplayed earlier. Then each character takes turns making social attacks or casting social spells against social defenses. A hit deals 1d6 social damage. A side that goes down to 0 SHP has an unfavorable result of the interaction.</p><p></p><p>EX: Paladin, rogue and wizard attempt to get a deal on a ferry ride from a ship captain and his first mate. The heroes gain SHP from the paladin's Cha and Wis and the wizard's Int for 9 SHP. The sailor have only 4 SHP. The brawny rogue roleplay using his bulk and threatening gestures to intimidate the sailors. The wizard and paladin both try charismatic friendliness. So the sailors both try to stay firm with nice parleying. The DM and Players roleplay up to the captain's decision.</p><p></p><p>So the rogue uses Intimidate vs Will and the others use Diplomacy vs Diplomacy. They roll in Int order to see who widdles down the others conviction. Because the heroes outnumber the sailors and the paladin was built for Social, the heroes drop the sailors and the sailors give them a 50% discount.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5951326, member: 63508"] This is an issue. It affected my view on what kind of system could be used for complex social interaction. The system should be placed at the end of interaction and not mixed in in between the interaction. This was the issue with skill challenges. Although it was interesting and made the character's skill more than the player. But it pulled the group out narratively and the simulation because of the RP-Roll-RP-Roll system that forced a necessary amount of roleplayed actions while forming roleplaying the social interaction. Instead it should use the same order of Base D&D, where you RP, roll, and the DM describes the result. The only difference is that there are multiple rolls at the end that determine the result rather than one. In my system, you roleplay the interaction right up to where the result is. Then each side is given social hit points equal to the sum of the highest Int, Wis, and Cha. Then each picks a social attack based on what they roleplayed earlier. Then each character takes turns making social attacks or casting social spells against social defenses. A hit deals 1d6 social damage. A side that goes down to 0 SHP has an unfavorable result of the interaction. EX: Paladin, rogue and wizard attempt to get a deal on a ferry ride from a ship captain and his first mate. The heroes gain SHP from the paladin's Cha and Wis and the wizard's Int for 9 SHP. The sailor have only 4 SHP. The brawny rogue roleplay using his bulk and threatening gestures to intimidate the sailors. The wizard and paladin both try charismatic friendliness. So the sailors both try to stay firm with nice parleying. The DM and Players roleplay up to the captain's decision. So the rogue uses Intimidate vs Will and the others use Diplomacy vs Diplomacy. They roll in Int order to see who widdles down the others conviction. Because the heroes outnumber the sailors and the paladin was built for Social, the heroes drop the sailors and the sailors give them a 50% discount. [/QUOTE]
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Would you like to see a complex social interaction module early in 5E?
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