Just some thoughts here.
@Ganymede said in Eliminating social stats:
Basically, every pose calculated to arouse something in someone is going to need a roll, and that just doesn't happen. Do I personally care if a person rolls to check if my PC is lying? No, I don't, but I'm pretty easy-going. That said, if I'm interrupted every freaking pose, I'm going to get a bit testy.
If there was a central issue I find with social stats this is it; for one reason or the other they don't get used for the most part. I've often part of mixed (public and private) scenes for entire weeks, beginning to end, and saw maybe one dice roll on a specific lie - and all the other social attributes were just plain filler. When's the last time you saw a Socialize roll in a nWoD game versus how often your character socialized?
But a few more comments.
Although @Ghost is of course correct in that you can't just take a system and gut it by removing social attributes from them... that's not the intention. It's to create a system from scratch, made for a MU*, in which we're not just taking a chunk out of something and cross our fingers. Would it have the effect that good roleplayers will have an advantage? I'm inclined to agree - supplementing the edge they already have - but to be honest here if the worst sideeffect of such a change is "charismatic, good players are even more successful" then it's something I can live with.
Another note: Plots. It's a fact, not an opinion, that it's easier to run a physical challenge than a social one as a plot's foundation; in the time it takes to introduce the principle agents of a threat that a socially savvy character can defuse one could run three plots about beating the shit of the Orcs threatening the village. The practical effect of this discrepancy is simply that more combat plots are ran than social ones. So by natural selection we already cater more to one set of attributes than we do another, forcing players to choose which they are good at - not making them pick sounds like it could mitigate the issue.
Finally, I can't agree more that in the absence of social traits more tangible non-physical assets become essential for politics. There would absolutely need to be an economy of some sort (information, land, currencies, stuff that you want and which can be offered/withheld) to introduce consequences and entice deals, alliances and rivalries.
It really isn't an easy choice to make. In many ways it's easier to just leave Charisma in, tell your players 'hey, I got you a damn system, just use it!' and declare anyone who's not using it a borderline exploiter even though it's not very usable. That's the mentality I'm trying to avoid here, misplacing the burden of both effort and blame on players for systems which weren't ever designed to cover the use case they are expected to use them for.
We might be able to do better if we can shift the paradigm in a different direction.