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General Tabletop Discussion
*Dungeons & Dragons
Would you like to see a complex social interaction module early in 5E?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5952189" data-attributes="member: 54877"><p>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. </p><p> </p><p>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. </p><p> </p><p>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.)</p><p> </p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5952189, member: 54877"] 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. ;) [/QUOTE]
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Would you like to see a complex social interaction module early in 5E?
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