Tuesday, September 25, 2012

Pentagonal Rock-Paper-Scissors

Consider the above chart. It represents a rock-paper-scissors style social interaction system.

Whenever a PC wants to interact with an NPC, they each roll 2d6. In general, the higher roller will get what they want. However, there are modifiers to the rolls, based on the method each character is using to get what they want. The GM chooses the NPC's method, the PC chooses theirs (both in secret), then rolls are made, and modifiers added. The five methods are Intensity, Leverage, Earnestness, Subtlety, and Misleading.

A green arrow pointing from one method to another indicates that the former receives a +2 bonus to their roll when opposed to the latter. A red arrow indicates a +1 bonus.

Intensity: This is the character using their force of personality, appearance, accoutrements, etc., in order to force submission. Raw intimidation, in whatever form you like.

Leverage: Blackmail, seduction, bribery, and other carrot-and-stick methods fit in this category. This requires that you actually have what you claim to have.

Earnestness: This is persuading with real arguments based on real beliefs. You just want to win them over, and have them see it your way!

Subtlety: This method relies on rank, etiquette, wordplay, mindgames, and other such tricks to convince your opponent that they want what you want! Veiled threats also have a place in this category.

Misleading: Lying, distorting the truth, and avoiding the subject are the main ways to use this category.

PCs may start the game skilled in exactly one of these methods (you don't get access to all five!). Every point of charisma bonus grants access to one more. If you attempt to use a method you are unskilled in, you have a -2 penalty to your roll (but you might get lucky!).

A character may attempt to learn more of them as the game goes on. If a PC uses a method they are unskilled in and roll 2 sixes on their 2d6, they have gained access to that method, and may use it without penalty for the rest of time.

Make sure the NPC has a goal in these conflicts as well, since if they win, they achieve their goal. PCs are bound by the social game just as much as NPCs are, so be careful!

Use situational modifiers as needed. If someone's job and/or family depends on their standing their ground, throw in a +1 or +2. If the PC is a reedy wizard with charisma 8 and strength 6, maybe an additional penalty on Intensity rolls. Be smart about things.

Finally, the use of the method has to make sense! No choosing Earnestness then working in a carefully constructed lie. The methods are what they are.

I have yet to playtest this, though I shall soon. Let me know what you think of it!

Further Reading: Everything Alexis of Tao of D&D has written on IMech (interaction/intelligence mechanic). His solution is far more complex and meaningful than mine, but as mine is simple and requires little workload, perhaps you will find some use in it.

1 comment:

  1. Interesting system. I'll have to try it out.

    What happens if both parties use the same technique? An intensity-intensity conversation would be quite dramatic, and would probably give an advantage to the larger or louder person. A misleading-misleading conversation, on the other hand, would just be confusing. Would both parties think they had won?

    It seems to me that some of these are riskier than others. If you attempt a misleading conversation, but the other party sees through it and calls you out, you're basically screwed. Do you think different techniques should give you different dice? Maybe 1d12 for risky options, 2d6 for most of them, and 3d4 for safe ones.

    I noticed this post is from several months ago. Have you playtested it since then? Any changes or revisions?

    ReplyDelete