RPGnet Columns
04-15-2005, 03:49 PM
Post originally by brian at 2005-04-15 14:49:51
Converted from Phorums BB System
There IS one area where D&D's mechanics simply fall apart.
The d20 system for magic and combat are almost perfectly integrated and remarkably well balanced. They incorporate skills, feats, spells.
So where does the game break down? The social stuff, naturally.
There are a half-dozen different mechanics for influencing other characters' attitudes in the game. They integrate clumsily or not at all. It reminds me, actually, of the ENTIRE D&D system back in the early 80s.
In D&D 3.5, characters have Charisma. They also have Charisma-based skills, like Diplomacy and Intimidate. So far, so good. But these skills allow a character to nudge NPCs up (and sometimes down) a scale that's non-numeric (hostile to friendly) in a way that's entirely subjective. The system takes no account of other factors, such as Will, Wisdom, or Intelligence. It also doesn't integrate in any fluid way with spells or other effects (like bardic music or psionics) that affect NPC attitudes.
The result is that players often shy away from interpersonal-skill based characters. There's simply no reliable game-mechanic way for them to affect their world.
Two solutions, one short and one long-winded.
1. Reduce all social-checks (soothing a charging animal, diplomacy, etc.) to a standard action. Yes, this is unrealistic, but so are magic missiles. Allow a charming rogue to be charming quickly or he'll never dare do anything except pull a knife.
2. Develop a quick, fun, playable d20 resolution system for social interactions. One possibility would simply match a d20 based charisma/skill/feat/spell effect against the target, who would then get a will saving throw.
Example 1: (Diplomacy) Yosemite Sam is attacking Bugs Bunny. Yosemite's attitude rating is 30, or "extremely hostile/attacking". Bugs tries a Diplomacy check. "Hold on!" Bugs says. "I've got some carrots to share." He's got 10 Diplomacy skill ranks, plus a Charisma bonus of three. The DM gives him a +2 bonus because of a plausible bribe. He rolls a d20 and gets a 5 for a total of 20.
Yosemite has a Will save of +4, and he's already begun combat which allows him a +2, but he only rolls a six. He fails the matched check by 8 points. As a result, his Attitude Rating drops from 30 to 22, which is only in the range of "distrustful/uncooperative". Yosemite breaks off the attack, but keeps his shotgun aimed.
Example 2: (Charm Person) It's round 2 and Yosemite Sam is still "distrustful/uncooperative". Bugs doesn't like the look of that shotgun. He throws a Charm Person (which is the social equivalent of a True Strike spell) allowing a +20 on his Charisma roll. Add another +3 for Charisma modifier, and a 7 for his d20 roll and Bugs has a whopping 30 on his effect. (Some new feats might allow a character to combine a skill like Diplomacy with a spell like Charm Person or Dominate Person.)
Yosemite has a Will save of +4. He also has a +2 versus enchantments. He rolls a 9 on his d20, for a total of 15. He misses by a whopping fifteen. That whittles his attitude rating down to 7, which is "friendly".
Example 3: (Intimidate) It's round 3 and Bugs asks Sam nicely to get rid of Daffy Duck. Sam tries to Intimidate the duck into leaving. Sam (being a bully) has 12 ranks of Intimidate, but his Charisma modifier is -3. He rolls a 9 on his d20, for a total of 18.
Daffy has an initial attitude rating of 15, which is "indifferent/skeptical". He's a pretty stout soul and has a Will Save of +7. He rolls a 12, for a total of 19. Because he's bested Sam's matched check by one point, Daffy's attitude rating actually rises from 15 to 16, slipping him over into the "distrustful/uncooperative" range. He draws his rubber mallet.
Just as in regular combat, there would be modifiers for racial difference, class difference, and situational issues. A character might get +2 on Intimidate for having a weapon drawn, but -2 on Diplomacy for holding a battle axe ready.
Obviously, this needs a lot of work. But it seems like it might offer a more fluid, integrated direction than the current hodge-podge.
The rule mechanics might also actually encourage some fun role-playing. I love the idea of a wily, high-Charisma sorcerer talking his way through a crowd of bemused orcs...
Brian
Converted from Phorums BB System
There IS one area where D&D's mechanics simply fall apart.
The d20 system for magic and combat are almost perfectly integrated and remarkably well balanced. They incorporate skills, feats, spells.
So where does the game break down? The social stuff, naturally.
There are a half-dozen different mechanics for influencing other characters' attitudes in the game. They integrate clumsily or not at all. It reminds me, actually, of the ENTIRE D&D system back in the early 80s.
In D&D 3.5, characters have Charisma. They also have Charisma-based skills, like Diplomacy and Intimidate. So far, so good. But these skills allow a character to nudge NPCs up (and sometimes down) a scale that's non-numeric (hostile to friendly) in a way that's entirely subjective. The system takes no account of other factors, such as Will, Wisdom, or Intelligence. It also doesn't integrate in any fluid way with spells or other effects (like bardic music or psionics) that affect NPC attitudes.
The result is that players often shy away from interpersonal-skill based characters. There's simply no reliable game-mechanic way for them to affect their world.
Two solutions, one short and one long-winded.
1. Reduce all social-checks (soothing a charging animal, diplomacy, etc.) to a standard action. Yes, this is unrealistic, but so are magic missiles. Allow a charming rogue to be charming quickly or he'll never dare do anything except pull a knife.
2. Develop a quick, fun, playable d20 resolution system for social interactions. One possibility would simply match a d20 based charisma/skill/feat/spell effect against the target, who would then get a will saving throw.
Example 1: (Diplomacy) Yosemite Sam is attacking Bugs Bunny. Yosemite's attitude rating is 30, or "extremely hostile/attacking". Bugs tries a Diplomacy check. "Hold on!" Bugs says. "I've got some carrots to share." He's got 10 Diplomacy skill ranks, plus a Charisma bonus of three. The DM gives him a +2 bonus because of a plausible bribe. He rolls a d20 and gets a 5 for a total of 20.
Yosemite has a Will save of +4, and he's already begun combat which allows him a +2, but he only rolls a six. He fails the matched check by 8 points. As a result, his Attitude Rating drops from 30 to 22, which is only in the range of "distrustful/uncooperative". Yosemite breaks off the attack, but keeps his shotgun aimed.
Example 2: (Charm Person) It's round 2 and Yosemite Sam is still "distrustful/uncooperative". Bugs doesn't like the look of that shotgun. He throws a Charm Person (which is the social equivalent of a True Strike spell) allowing a +20 on his Charisma roll. Add another +3 for Charisma modifier, and a 7 for his d20 roll and Bugs has a whopping 30 on his effect. (Some new feats might allow a character to combine a skill like Diplomacy with a spell like Charm Person or Dominate Person.)
Yosemite has a Will save of +4. He also has a +2 versus enchantments. He rolls a 9 on his d20, for a total of 15. He misses by a whopping fifteen. That whittles his attitude rating down to 7, which is "friendly".
Example 3: (Intimidate) It's round 3 and Bugs asks Sam nicely to get rid of Daffy Duck. Sam tries to Intimidate the duck into leaving. Sam (being a bully) has 12 ranks of Intimidate, but his Charisma modifier is -3. He rolls a 9 on his d20, for a total of 18.
Daffy has an initial attitude rating of 15, which is "indifferent/skeptical". He's a pretty stout soul and has a Will Save of +7. He rolls a 12, for a total of 19. Because he's bested Sam's matched check by one point, Daffy's attitude rating actually rises from 15 to 16, slipping him over into the "distrustful/uncooperative" range. He draws his rubber mallet.
Just as in regular combat, there would be modifiers for racial difference, class difference, and situational issues. A character might get +2 on Intimidate for having a weapon drawn, but -2 on Diplomacy for holding a battle axe ready.
Obviously, this needs a lot of work. But it seems like it might offer a more fluid, integrated direction than the current hodge-podge.
The rule mechanics might also actually encourage some fun role-playing. I love the idea of a wily, high-Charisma sorcerer talking his way through a crowd of bemused orcs...
Brian