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Your thoughts on "Social Combat" systems
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<blockquote data-quote="Don Durito" data-source="post: 8159460" data-attributes="member: 6687260"><p>I always thought the Diplomacy rules were a good idea in principle. Part of the problem is that a simple dice roll allows you to move too many steps at once. This led to diplomacy cheese. You should generally only be able to improve by one step at a time by rolling the dice unless something extraordinary is taking place. Of course there may be additional things you could do. Buying a round of drinks* may be enough to bring those mercenaries in the pub from Neutral to Friendly - then you can roll to make them helpful.</p><p></p><p>I ruled that it took increasingly long stretches of time to move someone each progression step by just using diplomacy.</p><p></p><p>Part of why this is not a bad system is it provides a concrete way of measuring how someone reacts to any event - so if Diplomacy is insufficient they may be able to do something in the game world to shift the characters attitude.</p><p></p><p>Robert Schwalb in A Song of Ice and Fire rpg built a whole intrigue system off this principle (a simplified version of which is in the Forbidden Rules supplement for Shadow of a Demon Lord). Although I have mixed feelings about that system because it ends up treading social encounters too much like combat.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8159460, member: 6687260"] I always thought the Diplomacy rules were a good idea in principle. Part of the problem is that a simple dice roll allows you to move too many steps at once. This led to diplomacy cheese. You should generally only be able to improve by one step at a time by rolling the dice unless something extraordinary is taking place. Of course there may be additional things you could do. Buying a round of drinks* may be enough to bring those mercenaries in the pub from Neutral to Friendly - then you can roll to make them helpful. I ruled that it took increasingly long stretches of time to move someone each progression step by just using diplomacy. Part of why this is not a bad system is it provides a concrete way of measuring how someone reacts to any event - so if Diplomacy is insufficient they may be able to do something in the game world to shift the characters attitude. Robert Schwalb in A Song of Ice and Fire rpg built a whole intrigue system off this principle (a simplified version of which is in the Forbidden Rules supplement for Shadow of a Demon Lord). Although I have mixed feelings about that system because it ends up treading social encounters too much like combat. [/QUOTE]
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