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Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="payn" data-source="post: 9287329" data-attributes="member: 90374"><p>Currently in a War for the Crown AP for PF1. This is a heavy political intrigue adventure that uses social sub-systems. A series of checks that can allow any PC to gain advantages or disadvantages that works out like a skill challenge of 4E. This works well in PF1 because of the robust skill system; which 5E lacks. I could easy enough do it in 5E, but Id have to make up the system. However, I do like social mechanics in my RPGs. </p><p></p><p>That said, I am not the type that runs my games in a social roll determines everything approach. For example, you can use diplomacy on an NPC in a 3E/PF1 game, but that doesnt make the NPC do whatever you want, give whatever info you desire, etc... I still require the player to offer a reasonable approach from the character's position for why that should be. The diplo roll simply determines how hard or easy that road will be. </p><p></p><p>As for social combat, in theory I like the idea of working through the resolve of a target. However, I get anxious when folks start talking scores because once you have points involved you can start to game the system. Which is why I stated above I dont allow diplomacy to work like dominance like some folks are wont to do. This preference of mine is sort of sub-systems in general though as I don't like experience points either. So, im drifting into general RPG design here a bit.</p></blockquote><p></p>
[QUOTE="payn, post: 9287329, member: 90374"] Currently in a War for the Crown AP for PF1. This is a heavy political intrigue adventure that uses social sub-systems. A series of checks that can allow any PC to gain advantages or disadvantages that works out like a skill challenge of 4E. This works well in PF1 because of the robust skill system; which 5E lacks. I could easy enough do it in 5E, but Id have to make up the system. However, I do like social mechanics in my RPGs. That said, I am not the type that runs my games in a social roll determines everything approach. For example, you can use diplomacy on an NPC in a 3E/PF1 game, but that doesnt make the NPC do whatever you want, give whatever info you desire, etc... I still require the player to offer a reasonable approach from the character's position for why that should be. The diplo roll simply determines how hard or easy that road will be. As for social combat, in theory I like the idea of working through the resolve of a target. However, I get anxious when folks start talking scores because once you have points involved you can start to game the system. Which is why I stated above I dont allow diplomacy to work like dominance like some folks are wont to do. This preference of mine is sort of sub-systems in general though as I don't like experience points either. So, im drifting into general RPG design here a bit. [/QUOTE]
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Social Pillar Mechanics: Where do you stand?
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