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Would you like to see a complex social interaction module early in 5E?
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<blockquote data-quote="Tony Vargas" data-source="post: 5952014" data-attributes="member: 996"><p>Something along the lines of a skill challenge in structure would be good. IMHO, a roll in such a system should be prefaced with intent, resolved mechanically, then RP'd by the player and DM taking the degree of success/failure into account. That should suggest how the next player and the next roll might proceed. </p><p></p><p>One thing I have found good about skill challenges is keeping everyone involved as in combat. Everyone makes a roll before anyone makes a second roll. No hiding in the corner while your allies speak for you. That was always one of the lamest things about D&D: "The Face" you have a part of brave warrior and mighty wizards and clerics with the gods on speed-dial, but when you need to talk to someone you send out the Sorcerer? </p><p></p><p>I tried something like that a long, long (really long) time ago, it was one of the dumbest things I ever came up with for D&D. Combat is cool and dynamic and detailed, but it's not how people talk or solve problems. Colorful metaphors we see in the news everyday notwithstanding.</p><p></p><p>That could have some potential. Negotiations (and what social interaction isn't at least a little bit negotiation) often have a little to do with very intangible resources ('goodwill' 'emotional capital' etc). While ticking those off might be a little abstract and mechanical, it could be part of a good system.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5952014, member: 996"] Something along the lines of a skill challenge in structure would be good. IMHO, a roll in such a system should be prefaced with intent, resolved mechanically, then RP'd by the player and DM taking the degree of success/failure into account. That should suggest how the next player and the next roll might proceed. One thing I have found good about skill challenges is keeping everyone involved as in combat. Everyone makes a roll before anyone makes a second roll. No hiding in the corner while your allies speak for you. That was always one of the lamest things about D&D: "The Face" you have a part of brave warrior and mighty wizards and clerics with the gods on speed-dial, but when you need to talk to someone you send out the Sorcerer? I tried something like that a long, long (really long) time ago, it was one of the dumbest things I ever came up with for D&D. Combat is cool and dynamic and detailed, but it's not how people talk or solve problems. Colorful metaphors we see in the news everyday notwithstanding. That could have some potential. Negotiations (and what social interaction isn't at least a little bit negotiation) often have a little to do with very intangible resources ('goodwill' 'emotional capital' etc). While ticking those off might be a little abstract and mechanical, it could be part of a good system. [/QUOTE]
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Would you like to see a complex social interaction module early in 5E?
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