If It's All About Fighting, Then How About... Social Combat?
Posted: Sun Jul 29, 2007 9:20 pm
As Frank pointed out in some other thread, characters should have two classes: a combat class, and a non-combat class. I can't find the thread, so if anyone could tell me where it is, that'd be great. On to the point now.
D&D is, at its heart, a wargame. It's all about fighting. But not everyone wants to fight, or at least, they want to do something other than just fighting. So they tried throwing together some rules for skills and stuff that... don't really work too well. The combat in D&D isn't perfect, but it's a fair sight better than the non-combat stuff... so let's make all non-combat stuff use combat rules.
First, let's do four non-combat classes. I can't remember what Frank had, so I'll just guess around and make stuff up. We'll call them...
Socialist - Talks to people and gets stuff done by getting others to do it for him.
Craftsman - Makes stuff and sells it or gets a Socialist to sell it for him.
Spy - Hides, spots, steals, finds traps... general sneaky stuff.
Generalist - Does a bit of everything. I'm not sure how well this one would work... NPC class, maybe?
Then we take all the combat rules and apply them to non-combat stuff based on your non-combat class. For starters, let's take BAB and damage. For a Socialist, outside of combat, he'd have a base social bonus (BSB) and instead of weapon damage, it'd be damage that scales by level. But here's the kicker: you don't roll to hit. You just roll damage, and add your base bonus. So, maybe 1d3 + CHA at first level, then 1d4 at second, 1d6 at third... and so on. And then of course, there's always items that could improve your Charisma and your 'social damage' in one way or another.
And then, when you wanna haggle or negotiate or convince the mayor's bodyguards to let you past, you roll social combat.
The obvious problem is, if the guard has a non-combat class that is not a Socialist, what do we do? And so we give everyone 1/2 progression in a non-combat class they don't have.
So let's say this guard is a level 4 whatever with a Charisma of 11, and he's also a Spy. Your Socialist is level 3 with a Charisma of 15, and he tries to talk his way past. We roll combat. Rather than rolling initiative, though, they both go at the same time.
The guard rolls 1d4 + 2, so... let's be nice and call it a 5. Your Socialist rolls 1d6 + 5. He wins regardless, because he's that good at talking. But wait! The guard was given clear orders not to let anyone suspicious pass. So now he gets a bonus of 2... it'd be higher, but you're not carrying any weapons, so you're not that suspicious.
So the guard averages a 6.5 now. Your Socialist averages an 8.5. On an average roll, you'll win, but it's still possible for you to lose.
On winning and losing: The only reason to roll more than once is if there's more than one person involved. Who's side you're on is decided before social combat. Everyone involved rolls once, and they take the average roll from each side. If you're arguing with fifty people... just roll five times and take that average instead.
Now let's not go all stupid and make something like 'non-combat hit points'. Only roll once. Whoever rolls higher wins. It's that simple.
As for Craftsman and Spy... well, you guys figure it out. I just want to be able to talk my way through things without it being broken or useless. I don't care for making stuff or sneaking around so much.
D&D is, at its heart, a wargame. It's all about fighting. But not everyone wants to fight, or at least, they want to do something other than just fighting. So they tried throwing together some rules for skills and stuff that... don't really work too well. The combat in D&D isn't perfect, but it's a fair sight better than the non-combat stuff... so let's make all non-combat stuff use combat rules.
First, let's do four non-combat classes. I can't remember what Frank had, so I'll just guess around and make stuff up. We'll call them...
Socialist - Talks to people and gets stuff done by getting others to do it for him.
Craftsman - Makes stuff and sells it or gets a Socialist to sell it for him.
Spy - Hides, spots, steals, finds traps... general sneaky stuff.
Generalist - Does a bit of everything. I'm not sure how well this one would work... NPC class, maybe?
Then we take all the combat rules and apply them to non-combat stuff based on your non-combat class. For starters, let's take BAB and damage. For a Socialist, outside of combat, he'd have a base social bonus (BSB) and instead of weapon damage, it'd be damage that scales by level. But here's the kicker: you don't roll to hit. You just roll damage, and add your base bonus. So, maybe 1d3 + CHA at first level, then 1d4 at second, 1d6 at third... and so on. And then of course, there's always items that could improve your Charisma and your 'social damage' in one way or another.
And then, when you wanna haggle or negotiate or convince the mayor's bodyguards to let you past, you roll social combat.
The obvious problem is, if the guard has a non-combat class that is not a Socialist, what do we do? And so we give everyone 1/2 progression in a non-combat class they don't have.
So let's say this guard is a level 4 whatever with a Charisma of 11, and he's also a Spy. Your Socialist is level 3 with a Charisma of 15, and he tries to talk his way past. We roll combat. Rather than rolling initiative, though, they both go at the same time.
The guard rolls 1d4 + 2, so... let's be nice and call it a 5. Your Socialist rolls 1d6 + 5. He wins regardless, because he's that good at talking. But wait! The guard was given clear orders not to let anyone suspicious pass. So now he gets a bonus of 2... it'd be higher, but you're not carrying any weapons, so you're not that suspicious.
So the guard averages a 6.5 now. Your Socialist averages an 8.5. On an average roll, you'll win, but it's still possible for you to lose.
On winning and losing: The only reason to roll more than once is if there's more than one person involved. Who's side you're on is decided before social combat. Everyone involved rolls once, and they take the average roll from each side. If you're arguing with fifty people... just roll five times and take that average instead.
Now let's not go all stupid and make something like 'non-combat hit points'. Only roll once. Whoever rolls higher wins. It's that simple.
As for Craftsman and Spy... well, you guys figure it out. I just want to be able to talk my way through things without it being broken or useless. I don't care for making stuff or sneaking around so much.