The 13 Wise Buttlords wrote:It still seems sort of blatantly arbitrary.
Say you have three people in your party. One is Aladdin, one is Ryu Hayabusa, and the other is Monkey D. Luffy.
Aladdin, obviously, would never stay in a protracted fight unless he absolutely had to. He has qualms about killing people and isn't motivated by anything more than getting by and making time with a hot babe. Him NOT running from any fight that doesn't determine the fate of Agrabah needs explaining by the hero.
This is actually due to the fact that the game may need a personality template system if you want social (and personality) based effects. This basically is going to include things that you like and things you're afraid of. So for instance, the typical coward may well be afraid of physical pain. So intimidation attempts that threaten to hurt him are going to be well received. An honor bound ninja may instead fear losing his honor, and thus is bound to protect that honor at all costs even if it means dying.
Similarly, your likes are going to factor into that equation. Someone who really liked women could be seduced easily. Someone who liked wealth would be vulnerable to bribery, and so on. Of course, your likes could also come into conflict. Does your greedy rogue go for the gold, or does he follow his allegiance to the thieves guild?
And this is why working social systems are so difficult. Because you really need to model a character's personality well. If I'm playing Aladdin, I need a different personality profile than if I'm playing Ryu. And if the system can't do that, then social skills don't work out well at all.
And if we want a good system then it has to apply to the point where we say "Yeah that could happen." so when your character is seduced by the succubus, you're saying, "Yeah, I can see him losing control like that and doing that."
Sure, you may not be exactly what you would have done as a player, but it's reasonable.
The big problem with the D&D system, and many others is that the results come from nowhere, because character personality isn't taken into consideration *at all*. And that can't happen for a social system. I don't care if you're talking about a PC or an NPC. Personality needs to make a difference and the social reasoning needs to be plausible.
Now given that most systems can't do this, magic teaparty is the only way to achieve it. Basically it just amounts to "I know my character best, so let me roleplay the result, because the system just isn't detailed to do it. "
And there's a lot of validity in that approach. The DM or player knows their NPC or PC better than the rules do, and can take into account many more factors than any system likely will.
Also, I just can't buy into the idea that a social system should work differently for PCs and NPCs. If Conan the PC can be fearless and unshakeable, then the DM should have the ability to apply the [fearless] tag to Darkon the black knight if he wants and magic teaparty that intimidate won't work on him.
If you don't want to get complex with a social system, then social stuff should be limited to solely unnamed characters and it's effects should be relatively minor. You can use it on nameless guard #23 but you can't use it on Dergon the guard captain. What Dergon does is entirely up to the DM, just as your PC's actions are up to you. This makes it possible for important NPCs to not be pushovers and still have agendas, which is a good thing.
Otherwise you need a personality stat sheet for everyone.