Background
First, a little background: Zak S. asked for a challenge, and PhoneLobster suggested a social currency system.Zak S wrote:Ask me for a rule.
Lo, a few posts later, Zak posted the results, a very short rule.PhoneLobster wrote:Some people around here want a "Social Currency" system. A way of representing and recording gratitude, fear, and honorable debts.
Stated requirements include that in the event of gathering large amounts of "Fear Currency" by winning a war that a bunch of high level characters can give it to a 1st level Herald and he can go make the high level enemy generals surrender by cashing it in.
However at the same time it is important that you cannot accrue large amounts of incremental small pieces of currency like a gift of an apple a day and then cash them in for a kingdom.
Make THAT work. You have 1 Minute.
The Rule
To help illustrate this (and answer some criticisms), Zak gave an example.ZakS wrote: Assign a given transaction a bonus and an "expiration", like "This is worth +something on your next charisma rolls for a month. How's that sound, player?"
However, the baseline of these bonuses would only include the differences between bonuses of competing factions and interests. So, for example if you gave an apple (+1) and a competing interest gave 2 apples (+2) then that would be a +0 for you and a +1 for the competitor.
Also: only currencies whose continued supply that might be threatened by refusing a given request are considered. Like if somebody's sure they're gonna get more apples even if they refuse, that bonus doesn't count.
Rule EvaluationZak S wrote: Superman altruistically saves someone. When does he not get a bonus to their reaction?
Well when the following conditions are all secured (not just one, ALL):
-Savee 100% certain s/he will never need help from Superman again (i.e. no effect on resource).
-Savee 100% certain no-one who provides important resources to savee will ever need help from Superman (if he saves the dentist down the street, your supply of dental care is uninterrupted).
(This one is huge, by the way--in the DC Universe, the entire universe is frequently threatened. This is why often even villains see the point in having Superman around.)
-Savee 100% certain s/he will never be in a position where Superman's positive judgment of him/her would be helpful in securing or maintaining a resource (For example: Superman saves Chuck. Chuck is ungrateful. If Chuck falls off a building again, Superman will still save him. However if anybody asks altruistic Superman "is Chuck a good guy?" for any reason of any importance Superman's negative evaluation of Chuck could affect Chucks access to resources. Also now Supes may be more suspicious of Chuck in any future Chuck-related resource-gathering enterprises.)
(i.e. savee regards "Superman's trust and/or goodwill" as a useless resource)
-Savee 100% certain nobody who could ever even indirectly control (pro or con) his access to resources will ever discover his/her ingratitude.
________
So:
In this fantastically unusual situation, Superman is at the mercy of a naked reaction roll, unmodified. (I think that's about right for modeling a morality I want in my game, you don't. If not: you could nicely ask for me to model the morality you want in your game instead of being a dick about it.)
Okay, given that Zak S. was doing this on the fly and fairly quickly, we won't dwell on presentation. This is an example of a house rule, not a formal rule.
Further no specific system was named in the challenge, which makes things a bit difficult for evaluating the rule, but for the purposes of this review we'll assume a general AD&D ruleset with social skills and Charisma in play.
Let's look at the basic mechanic:
This is functional. Do X, get Y bonus for Z period. It is somewhat ambiguous - does the Charisma bonus apply to an individual, or every individual in a group, etc.?Assign a given transaction a bonus and an "expiration", like "This is worth +something on your next charisma rolls for a month.
The rule is then modified.
Mod 1:
This is a bit hard to parse - obviously bonuses on "competing interests" cancel out, although it's not entirely clear what this means in play. D&D in any edition doesn't have good rules for handling a three-way skill contest where, for example, two parties are trying to vie for the interest of a third (like, say, two adventuring parties each trying to convince the town mayor to hire their team), but let's presume that the modifier only applies for Charisma (or CHA-skill-based) tests against the "grateful" party.However, the baseline of these bonuses would only include the differences between bonuses of competing factions and interests. So, for example if you gave an apple (+1) and a competing interest gave 2 apples (+2) then that would be a +0 for you and a +1 for the competitor.
With this modification, the "high bidder"/"most generous"/etc. interest "wins" the bonus. This is a quick rule so there's no set list of what action/payment gives what sort of bonus, so this could be more along the lines of "The mayor is grateful you laid all the undead to rest in the cemetery, but he is more grateful that the Amazon Women returned his daughter to him safely and intact from the rapacious lizardmen." However, as it is currently phrased ("2 apples (+2)") it reads a bit more like rules for bribery than, say, a measure of good deeds, since you really do seem to be buying the result, more or less.
It also implies that bonuses stack - after all, 1 apple gave a +1 bonus and 2 apples gave a +2 bonus. That could be problematic in terms of CHA checks because a lot of actions could lead to an overwhelming bonus.
Mod 2:
This is harder to parse, and again the unfortunate "apple" terminology is used, but the idea is that bonus only applies to the Charisma (or CHA-based skill test) under certain circumstances. The given example is that if the individual you would gain the bonus against is sure they can continue to enjoy the benefit of your action(s) - then the bonus does not in fact apply.Also: only currencies whose continued supply that might be threatened by refusing a given request are considered. Like if somebody's sure they're gonna get more apples even if they refuse, that bonus doesn't count.
This is obviously a very subjective part of the rule, and you'd probably have to argue it out for any given event. A police officer that captures the thief picking your pocket is just doing her job, paid for by your taxes - would you feel grateful enough to grant a CHA-bonus in that circumstance? Outlier arguments are regular do-gooders who can generally be counted on to do "good deeds" as a matter of course, like Superman and paladins
From a straight mechanical viewpoint, you have a basically functional mechanic (action X gives bonus Y for Z period), which as written might be open for exploitation (if bonus Y is sufficiently huge).
Subjectively, the rules do not necessarily accurately emulate social interactions; and also has some very subjective possible restrictions in whether or not someone gets a bonus, all of which would have to be ruled on by the gamemaster or argued out with the players.
So, it's a rule. It's not an unworkable rule, though it requires quite a bit of adjudication and interpretation.
Finally though, we have to consider: did it meet the design criteria? No it did not.
The intention was a social currency system "representing and recording gratitude, fear, and honorable debts," with a specific scenario in mind, and the restriction "that you cannot accrue large amounts of incremental small pieces of currency like a gift of an apple a day and then cash them in for a kingdom."
The action that results in a bonus to CHA or CHA-based skills is never quite specified, though the mods, example, and complaints all focus on gratitude, so you could make a case that acts of intimation or honor might also fall under the same system. Still, fear and honorable debt seem to be omitted.
The given scenario of the Herald carrying the bonus would require some part of the rule to address transmission of the bonus, or its application to a group as a whole instead of an individual; this is also not addressed in the rule at all.
The issue of incremental bonuses adding up to a larger bonus is, likewise, not directly addressed...but it is implied to occur, because 2 apples gets you twice the bonus as 1 apple. So either that's another failure to address the design criteria (if you think apple-stacking is not implied), or a straight violation of it (if you think apple-stacking is implied). Reading could go either way.
So, Zak S.' social currency rule is potentially gamebreaking if abused, requires a good amount of adjudication even when it works, and fails to address or satisfy at least two of the design criteria. Sorry Zak; you get a bit of slack because you were trying to do something difficult under a time limit, but:
Your Rule Sucks