Orzel
2010-02-10, 04:37 AM
Instead of using single rolls or 4e style skill challenges, sometimes I use a combat-like system to simulate a noticeable use of the Conversation skills.
Each side of the conversation or debate start with a number of Social points. Social points point represent the total amount of evidence, confidence, and believability of your side of the argument.
A party's base social points is 10 plus the Intelligence modifier of each member of the party + their hostility modifier + their physical evidence.
Unfriendly NPCs get a +5 bonus to their maximum social points and hostile ones get +10.
Player gain a +5 bonus to their maximum social points for each piece of useful physical evidence to their claims.
NPCs with identical stats all count as one member for the purpose of finding social points.
If the party loses all their social points, it means the party does not get their desired help, and often the other side’s opinion of the party has dropped. If the opposing group was hostile already, it may result in combat.
If the opposing side loses all their social points, the party gets mostly what they want out of them. The DM may choose to give only part of the party's wishes if the lost a significant amount of social points.
Order:
Each character rolls a Wisdom check (1d20 + Wis). Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order.
Each character or set of NPCs must act on their turn. Possible actions are
Charisma skill check: Bluff, Diplomacy, or Intimidate as intended or against a DC.
Success: The opposing side loses 1d6 social points.
Failure: Your side loses 1d10 social points.
Do no harm: Make a Charisma check vs DC 15.
Success: Nothing happens
Failure: Your side loses 1d6 social points.
(This represent the character doing or saying something that hurts their side's chances. This also may represent a character holding information due to shyness or nervousness)
Quiet another: Make a Wisdom check vs DC 15.
Success: Another character on their side gains a +5 bonus to their "Do no harm" check
Failure: Your side loses 1d2 social points.
Each side of the conversation or debate start with a number of Social points. Social points point represent the total amount of evidence, confidence, and believability of your side of the argument.
A party's base social points is 10 plus the Intelligence modifier of each member of the party + their hostility modifier + their physical evidence.
Unfriendly NPCs get a +5 bonus to their maximum social points and hostile ones get +10.
Player gain a +5 bonus to their maximum social points for each piece of useful physical evidence to their claims.
NPCs with identical stats all count as one member for the purpose of finding social points.
If the party loses all their social points, it means the party does not get their desired help, and often the other side’s opinion of the party has dropped. If the opposing group was hostile already, it may result in combat.
If the opposing side loses all their social points, the party gets mostly what they want out of them. The DM may choose to give only part of the party's wishes if the lost a significant amount of social points.
Order:
Each character rolls a Wisdom check (1d20 + Wis). Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order.
Each character or set of NPCs must act on their turn. Possible actions are
Charisma skill check: Bluff, Diplomacy, or Intimidate as intended or against a DC.
Success: The opposing side loses 1d6 social points.
Failure: Your side loses 1d10 social points.
Do no harm: Make a Charisma check vs DC 15.
Success: Nothing happens
Failure: Your side loses 1d6 social points.
(This represent the character doing or saying something that hurts their side's chances. This also may represent a character holding information due to shyness or nervousness)
Quiet another: Make a Wisdom check vs DC 15.
Success: Another character on their side gains a +5 bonus to their "Do no harm" check
Failure: Your side loses 1d2 social points.