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Your thoughts on "Social Combat" systems
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<blockquote data-quote="Crimson Longinus" data-source="post: 8157083" data-attributes="member: 7025508"><p>I pretty much agree with the OP. I prefer there to either not be rules for social situations, or there to be light, supplementary rules. But I don't want the rules to be the primary way to solve social situations. You should roleplay the situation, and if some rules are used, then the DC and the scope of what can be achieved will be based on the argument you made.</p><p></p><p>And I get that this gives players with more real life social skills an advantage, but as long as some sort of actual player agency exists in the game, real life skills of the players will always matter. I have played quite a bit of 4e, and it it is crystal clear that the real life tactics skill and system mastery of the player has a huge impact.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8157083, member: 7025508"] I pretty much agree with the OP. I prefer there to either not be rules for social situations, or there to be light, supplementary rules. But I don't want the rules to be the primary way to solve social situations. You should roleplay the situation, and if some rules are used, then the DC and the scope of what can be achieved will be based on the argument you made. And I get that this gives players with more real life social skills an advantage, but as long as some sort of actual player agency exists in the game, real life skills of the players will always matter. I have played quite a bit of 4e, and it it is crystal clear that the real life tactics skill and system mastery of the player has a huge impact. [/QUOTE]
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