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Your thoughts on "Social Combat" systems
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<blockquote data-quote="Oofta" data-source="post: 8157057" data-attributes="member: 6801845"><p>Social aspects of the game are some of the most fun for me, but I don't want a "system" because if I boil it down to "you need 3 successes before more than 2 failures", faction points or anything else it becomes just an exercise in dice rolling.</p><p></p><p>That doesn't mean rolls can't come into play, including for skills that are not technically social skills. I keep a list of skills handy and who's proficient as a reminder. So if talking to a leader, maybe a nature check might give the players the knowledge that cutting down all the trees will cause erosion hurting the fishing. What they do with that knowledge is up to the players.</p><p></p><p>In addition, there are times when perhaps a show of strength/athletics is going to be more persuasive than a persuasion check because the person you're talking to doesn't care about "talky-talk". The player might know this because of an insight or history check.</p><p></p><p>It <em>is</em> difficult to balance sometimes. If the player most likely to lead the conversation happens to be playing that 8 charisma half orc, I want them to enjoy the social encounter but I also don't want to totally dismiss the fact that they chose charisma as their dump stat. So the tricky part is to know what type(s) of check(s) to call for and what to set the DC at. Success and good arguments may decrease the target DC I have in my head (sometimes the point of not needing a roll), while other times I may give advantage if the player is playing true to their character.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8157057, member: 6801845"] Social aspects of the game are some of the most fun for me, but I don't want a "system" because if I boil it down to "you need 3 successes before more than 2 failures", faction points or anything else it becomes just an exercise in dice rolling. That doesn't mean rolls can't come into play, including for skills that are not technically social skills. I keep a list of skills handy and who's proficient as a reminder. So if talking to a leader, maybe a nature check might give the players the knowledge that cutting down all the trees will cause erosion hurting the fishing. What they do with that knowledge is up to the players. In addition, there are times when perhaps a show of strength/athletics is going to be more persuasive than a persuasion check because the person you're talking to doesn't care about "talky-talk". The player might know this because of an insight or history check. It [I]is[/I] difficult to balance sometimes. If the player most likely to lead the conversation happens to be playing that 8 charisma half orc, I want them to enjoy the social encounter but I also don't want to totally dismiss the fact that they chose charisma as their dump stat. So the tricky part is to know what type(s) of check(s) to call for and what to set the DC at. Success and good arguments may decrease the target DC I have in my head (sometimes the point of not needing a roll), while other times I may give advantage if the player is playing true to their character. [/QUOTE]
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