Flamepunk: Social Combat

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Flamepunk:Main Page -> Flamepunk: Social Combat


Overview of Social Combat

This section describes rules for social conflict.

Using Social Combat

When and how to use social combat

Social combat is an acquired taste, but the general idea is it allows greater simulationism for social characters in the group. Why should the fighters and runners get all the dice-crunching fun?

The default purpose of social combat is when two or more characters are interacting with a specific goal in mind, and need to use their cunning, charm and force of personality to get their way.

Its generally not something you need to pull out for everyday conversations and day-to-day social interactions - this is best covered through just roleplaying - instead, its reserved for actual conflicts of personality, where characters want different things but can't just agree to differ.

Seduction, intimidation, persuasion, coercion and mroe can all be covered by social combat.

Social Combat Goals: "Defeat Conditions"

The Passive Social Combatant

Intrinsic Resistance

Roleplaying and Social Combat

Relenting: Voluntary Defeat

Terminating: Forcing Social Combat to end

Initiative and Combat Rounds

Time and Combat



Order of Action

The same rules for determining initiative are used in social combat as for physical combat:

  • Actions are declared then immediately resolved when it is a character's turn.
  • The character with the most dice left in his action dice pool acts next.
  • If action dice pools are drawn, then players act before non player characters.
  • If players are drawn in action dice pool, then they can decide who goes first.
  • If the above factors do not tell you who goes next, the GM arbitrarily decides, taking into account drama and expediency.

A character can choose not to act when his turn comes round by "setting aside" one or more dice. These set aside dice cannot be used for the rest of the round, but are returned to the player's dice pool at the end of the round.

Ending the Round

Once all characters in the combat have no dice left in their action pool, the round ends.

Each character moves all set aside dice back into their action dice pool, then recharges a number of action dice equal to half their Focus rounded up.

For player characters this will generally be three action dice.

A player's action dice pool cannot exceed their Focus from this.

Attack Rolls, Defences, Damage

Attack Rolls

Defences

Damage

"Out of Action" in relation to social combat

System Permutations

Preparing an Argument



No Stacking Defences



Special Effects and Non-damaging attacks

... Examples:



Social Mercy / Positive Socialisation



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