Social Combat (3.5e Variant Rule)
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Contents
Social Combat
Introduction
I am probably not alone in feeling that D&D is a terrible social game. While social rules are not entirely eschewed as they are in 4e, the 3.5 rules are still more of a background toy for support characters. Apparently all that is needed to bring kings to their knees in their own court is a single die roll, which is dumb. Very dumb.
Afer taking inspiration from the *ahem* "private party" rules from the Guide of Unlawful Carnal Knowledge (no, I will not provide a link, you pervs), below is presented a social skill system that works more like combat.
Rule Mechanics
Social combat has the goal of bringing down the social status, public trust, or self esteem of a chosen target, usualy to the end of forcing their hand to take actions in compliance with your requests.
New Stat- Face
Face is your personal image score that works like hit points in social combat. Your base Face rating is equal to the sum of your ability modifiers plus your level. If this would result in a zero, you have no standing normally and cannot participate meaningfully in social combat. If the score is negative, any support you lend has the oppisite effect; ie attempts to reduce enemy Face restores Face and attempts to boost ally Face depletes Face.
There are also circumstancial bonuses to Face that grant temporary Face points at the begining of social combat-
- Alignment within one step of the majority of participants +1
- Alignment matches majority of paticipants +5
- Title of Authority, minor +5
- Title of Authority, moderate +10
- Title of Authority, major +20
- Position of Authority or control +10 plus circumstance modifier provided
On the flip side, there are also circumstances that reduce starting Face-
- Alignment within one step of opposed alignment of the majority -1
- Alignment is the oopsed alignment of the majority -5
- Limited Authority -5
- No Authority -15
- At severe disadvantage -10 plus circumstance penalty
Only intelligent creatures with a language have Face, and creatures without Face cannot be subject to social combat.
Preparation
Before social combat, you can gain information on your intended targets with either Gather Information or the appropriate Knowledge skill. The DC is 10 plus the targets hit dice. Every five points by which a researcher beats the DC gains one bit of information that can be used for Shock Value. See actions below.
The Challenge
Social combat invariably begins with a challenge. The challenge is an action taken that demonstartes the wish to begin social combat, ie "fighting words" are spouted or a deal is proposed. The parties challenged can choose not to engage, but if the challengers Face is higher he loses Face equal to the difference between the two scores. If accepted, combat begins.
Social Combat Order
As is natural, at the begining of combat it is decided on by all parties who shoulod have the first argument, normally the challenger by default. Each participant gets one action on his turn, selecting a target each time. This target then acts next, in turn selcting his target. It is possible to select multiple targets, though any Face points eliminated or granted are spread among the targets equally, and the targets decide among themselves who has the next argument.
Offensive Actions
Almost all the social skills have uses in social combat.
Dilpomacy- The Argument
Dilpomacy is used to put forth a well reasoned argument that questions the legitimacy of the targets current stance. The argument is put forth with a Diplomacy check, which sets the DC for a choice of any Knowledge or Perform, Gather Information, Appraise or Decipher Script check. The topic is up to heavy GM veto on grounds of validity and logic, and any such nonsequiter arguments automatically lose the arguer 10 Face.
- The Defense- Knowledge Reveal Instead of taking a normal social action, the target of an argument can instead make the appropriate check to settle the argument. Beating the DC gains the defender Face equal to the ammount he beats the DC by, while failure loses him Face equal to the ammount he missed the DC by.
Bluff- Lying and Trickery
Bluff has uses as an attack and a defense. Bluff can be used to replace any social attack or defense roll, though he takes a -10 to the check. In addition, Bluff can be used to bait a target. He rolls Bluff to create a leading statement or question, if taken by the intended target forces the target to roll a skill and action of the arguers choosing. Noticing a leading question is a Sense Motive check taken as an action, which can then be reversed as another action, negating the argument entirely.
Intimidate- Fear as a Weapon
Intimidate is risky as it depends entirely on standing. This is rolled as an intimidate check to demoralize, with all the same DCs and modifiers. Success indicates the target takes the total of the arguers Authority and circumstance bonuses as Face damage. Failure indicates the target deals damage to the arguer equal the ammount he missed the DC by, and will take double damage from a Shock Value attack.
Perform- Audience Participation
If there is a large group of people present and watching the combat, an arguer can use his action to get the crowd on his side, rolling a perform check with a DC equal to 15 plus the highest Face of the crowd. Success indicates he will gain a bonus to his arguments and defenses equal to the ammount he beat the DC by. Failure indicates he loses Face equal to the amount he missed the DC by.
This bonuse can be eliminated or partially taken with a similar perform check. The DC is the same, and any success not only gains the same kind of bonus, but also subtracts from the bonus of a target of his choice who is benefit from the crowd bonus.
Shock Value
If you have a bit of information that can used as Shock Value, you can use it aqainst an applicable target to not only add +10 to any social combat roll, but also to double any resulting damage as you bring shame and revelation as factors into to combat. Once used, that bit of information becomes regular knowledge that can never be used as Shock Value again.
Defensive Actions
These actions are intended to save Face, not eliminate it.
Call Bluff
This action takes not roll, as you accuse a statement of being false. It the statment was a Bluff check, the target loses Face equal to his Bluff roll. If the statement was fact, the accuser loses Face equal to half the accused statement roll. This increases to full if the accused can present indisputable evidence that the statement is true.
Vouche- Universal Save
The social combat "aid another" action, any character can take a defensive action on the part of a given target, letting the target use his vouchers roll in the place of his own. However, failure means both the original target and the voucher lose Face.
Diplomacy- Wave Argument
A Dilpomacy check taken as an action against an argument negates the argument with no ill effects if the check beats the arguers original roll. This action returns the turn to the original arguer.
Diplomacy- Show Support
A dilpomacy check can also be made to make a declaration of support for a given target. Such a declaration lends Face to the target, by beating a DC 20. Face granted is taken from the declarers own Face and cannot exceed his check result -20.
Sense Motive- Read Target
By spending one point of Face in effectively not taking an action and returning the turn back to the arguer, a character can roll Sense Motive against a free Bluff check made by the arguer. If the reader beats the arguer, he learns what kind of statement the arguement was and the current Face of the arguer. Failure agians nothing, and failure by 10 or more gains false information of the arguers choice.
Perform- Voice of the Crowd
If a particiapnt is already benefiting from a crowd bonus, he may use perform in the place of diplomacy to vouche or show support.
Effects of Losing Face
If you have 0 Face, you are a nobody and cannot participate in social combat.
If you have negative Face, you suffer from the prementioned effects of negative Face in social combat. In addition, you take a penalty to all social rolls equal to you Face if nagitive.
Regaining Lost Face
Once lost in a social circle, Face is difficult to regain. While it is possible via more social combat, it is risky and more difficult for those of low Face. An alternate route is to try to rise in authority and power. Finally, performing great deeds that cause tohers to praise you results in gains face as per being Shown Support in actions.
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