Kane0
2021-03-29, 08:48 PM
So my current game features both a Noble background rogue that likes to get into spats with other nobility and a Performer background Bard that sets up cons around funerals.
So given that these two characters (and players) really enjoy getting into the social aspect of the game but only make up half of the party I was thinking of putting some simple but concrete rules in place for when they get into arguments that goes beyond 'Skill check vs DC of my choice' so they can engage more on this front but not bog down time spent on it for the other two party members who are a little more hacky-slashy.
So something quick & dirty!
When PCs get into a verbal dispute we go into 'social combat'. Roll initiative adding Int instead of Dex, because this is about thinking fast rather than moving fast.
On your turn you can use your action to Attack, Dodge, Help and Disengage much like regular combat. You can also use an item or Cast a Spell if appropriate but you cannot Hide in social combat.
- Attack is more accurately 'Make an argument' (and associated Charisma skill check). You don't have to act out the speech but you do need to state your topic, approach, etc and not just 'I roll to persuade'. You have disadvantage if you have already made the same point previously in the same social combat.
- Dodge imposes disadvantage on attacks against you as normal
- Help grants advantage on an allies attack as usual
- Disengage withdraws you from the conversation, conceding without excessive loss of face.
Your 'Social AC' is the DC of an argument (the cha check), which is 10 + Wis mod. You also add half your prof bonus if you are proficient in Insight and half again if you're proficient in Deception/Persuade/Intimidate/Performance. Expertise does not apply.
If a check meets or beats your Social AC you take argument damage equal to the difference (minimum 1). A character has 'Social HP' equal to INT score + their level. If you are reduced to 0 Social HP you run out of the mental fortitude to effectively hold your position. (Edit: Can amend to INT score + Wis score + Level if the HP number is too small and leads to swingy conversations).
Characters can use the benefits of their class features as usual (Battlemaster speech maneuvers, Bardic Inspiration, Mastermind BA Help, etc).
The idea being that all three mental stats are important during a debate; INT for how fast you can formulate arguments and maintain your position, Cha for conveying your arguments and Wis for how well you can see through and hold up against their arguments.
So someone that is charismatic does not automatically win these sorts of encounters if they cannot hold up to scrutiny, and the same is true for someone that is well reasoned but can't sell their argument.
If you're beaten in a debate in this way you don't necessarily change your mind but you do lose a measure of conviction and must concede somehow. So these combat rules don't allow you to figuratively bludgeon anyone into doing your bidding any more than say a charm spell does.
Which overall might end up being a waste of time but still, looking for thoughts and opinions!
So given that these two characters (and players) really enjoy getting into the social aspect of the game but only make up half of the party I was thinking of putting some simple but concrete rules in place for when they get into arguments that goes beyond 'Skill check vs DC of my choice' so they can engage more on this front but not bog down time spent on it for the other two party members who are a little more hacky-slashy.
So something quick & dirty!
When PCs get into a verbal dispute we go into 'social combat'. Roll initiative adding Int instead of Dex, because this is about thinking fast rather than moving fast.
On your turn you can use your action to Attack, Dodge, Help and Disengage much like regular combat. You can also use an item or Cast a Spell if appropriate but you cannot Hide in social combat.
- Attack is more accurately 'Make an argument' (and associated Charisma skill check). You don't have to act out the speech but you do need to state your topic, approach, etc and not just 'I roll to persuade'. You have disadvantage if you have already made the same point previously in the same social combat.
- Dodge imposes disadvantage on attacks against you as normal
- Help grants advantage on an allies attack as usual
- Disengage withdraws you from the conversation, conceding without excessive loss of face.
Your 'Social AC' is the DC of an argument (the cha check), which is 10 + Wis mod. You also add half your prof bonus if you are proficient in Insight and half again if you're proficient in Deception/Persuade/Intimidate/Performance. Expertise does not apply.
If a check meets or beats your Social AC you take argument damage equal to the difference (minimum 1). A character has 'Social HP' equal to INT score + their level. If you are reduced to 0 Social HP you run out of the mental fortitude to effectively hold your position. (Edit: Can amend to INT score + Wis score + Level if the HP number is too small and leads to swingy conversations).
Characters can use the benefits of their class features as usual (Battlemaster speech maneuvers, Bardic Inspiration, Mastermind BA Help, etc).
The idea being that all three mental stats are important during a debate; INT for how fast you can formulate arguments and maintain your position, Cha for conveying your arguments and Wis for how well you can see through and hold up against their arguments.
So someone that is charismatic does not automatically win these sorts of encounters if they cannot hold up to scrutiny, and the same is true for someone that is well reasoned but can't sell their argument.
If you're beaten in a debate in this way you don't necessarily change your mind but you do lose a measure of conviction and must concede somehow. So these combat rules don't allow you to figuratively bludgeon anyone into doing your bidding any more than say a charm spell does.
Which overall might end up being a waste of time but still, looking for thoughts and opinions!