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General Tabletop Discussion
*Dungeons & Dragons
Your thoughts on "Social Combat" systems
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<blockquote data-quote="Guest 6801328" data-source="post: 8158587"><p>Most such systems feel, to me, like combat where all you can do on your turn is swing your weapon, with no movement, no choices, no resources to expend, no special abilities....no other options. And your weapon does fixed damage.</p><p></p><p>However, "The One Ring" has a good system for social encounters, and there are promising hints of what might come in 2e (currently under development). Of the various attempts at formalized systems for social encounters, it's the one I enjoy the most. </p><p></p><p>It's an asymmetric system, meaning that it's not just opposed rolls, but rather the PCs making rolls against the particulars of the NPC. PCs can use Insight to figure out what the best strategy might be with this NPC, and they can learn additional details with particularly good rules (TOR has regular success, great success, and extraordinary success).</p><p></p><p>Then, using that knowledge, they basically "roll-play" but hopefully by narrating what they are doing. The NPC has a threshold of failures, and once the PCs fail that many times the "combat" is over. What makes it interesting is that the players don't know two things:</p><p>1) What the threshold is</p><p>2) What happens if they cross it. Do they lose all progress (e.g. the NPC gets angry and throws them out) or does it just mean they can't achieve any additional successes?</p><p></p><p>So they might want to stop trying at some point, to avoid crossing the threshold.</p><p></p><p>Assuming they conclude without angering the NPC, the encounter includes a table of what they "get" depending on how many successes they have.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 8158587"] Most such systems feel, to me, like combat where all you can do on your turn is swing your weapon, with no movement, no choices, no resources to expend, no special abilities....no other options. And your weapon does fixed damage. However, "The One Ring" has a good system for social encounters, and there are promising hints of what might come in 2e (currently under development). Of the various attempts at formalized systems for social encounters, it's the one I enjoy the most. It's an asymmetric system, meaning that it's not just opposed rolls, but rather the PCs making rolls against the particulars of the NPC. PCs can use Insight to figure out what the best strategy might be with this NPC, and they can learn additional details with particularly good rules (TOR has regular success, great success, and extraordinary success). Then, using that knowledge, they basically "roll-play" but hopefully by narrating what they are doing. The NPC has a threshold of failures, and once the PCs fail that many times the "combat" is over. What makes it interesting is that the players don't know two things: 1) What the threshold is 2) What happens if they cross it. Do they lose all progress (e.g. the NPC gets angry and throws them out) or does it just mean they can't achieve any additional successes? So they might want to stop trying at some point, to avoid crossing the threshold. Assuming they conclude without angering the NPC, the encounter includes a table of what they "get" depending on how many successes they have. [/QUOTE]
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