deanruel87 wrote:The reaction roll is important because if the social encounter can be lost without a single roll then you cannot support social characters.
Which is why we advocate having a functional diplomacy system
instead of a failed RR system. An RR system that actually if you fucking look at them DOES let you fucking lose regardless of your roll if the GM decides it.
Seriously. We have Frank, Virgil, and deaddmwalking ALL having proposed RR mechanics which DO involve you losing the fucking social game on the RR event with the roll being IRRELEVANT if the GM wants it to be. That is a thing in ALL their fucking systems. It is in fact
the highest priority mechanic in their systems, sometimes the ONLY mechanic aside from the roll is "GM gets to apply plus or minus infinity to roll!".
My diplomacy mechanics are well known. It is
pretty fucking clear that whatever else you might think of them that the social encounter does NOT end with an auto loss based on the commencement of combat, what with one of the
primary goals of my proposals being that social actions are designed to potentially happen
in combat and are designed primarily to accommodate that. One of the primary things that my mechanics have been
attacked over, by RR proponents and others has in fact been
that the social encounter can continue in a combat encounter.
John Magnum wrote:It seems like boiling social interactions down to a finite, enumerated collection of discrete traits that slide you along a single linear scale from "Hostile" to "Friendly" (what does the rest of the scale even look like?) is not super conducive to roleplaying. Arguments that it works for combat and crafting and stuff so why not conversation seem specious.
If you want social mechanics to work like combat you have to make similar assumptions and set similar goals to those made by combat mechanics.
You can just as easily argue for massive infinite lists of infinite modifiers to apply to the act of sticking a sword into an enemy. But we keep our contextual modifiers to highly limited "higher ground" or "flanking" bonuses that are finite in size and number, and largely dwarfed by character based abilities tied into character level, class abilities, attributes etc...
You CAN do the same thing with social actions. But certain people (RR crowd among them) continue to demand the infinite lists of infinite modifiers. RR is in part Frank's baby to attempt to create a formalized mechanic that RETAINS infinite lists of infinite modifiers and DEFIES the idea of limiting and formalizing the social mechanics to something at all resembling combat.
And it falls flat on it's face before he finishes his supposed equivalent to "social initiative" (if we pretend initiative rolls have rather different results/functions than they do). And the primary failure point IS the continued clinging to the infinite lists of infinite modifiers that continue to subvert and render irrelevant any supposedly "random" mechanic he is pretending to add here.