@misadventure said in Social 'Combat': the hill I will die on (because I took 0 things for physical combat):
For combat, this sort of detail has in some games come in the form of hit locations, and variable weapon performance against types of armor. Different moves based on weapon type and reach, different defenses based on mobility, and of course differences based on fighting styles and or feats and advantages.
This is a really interesting point, I think. Most humans have the same hit locations for physical combat, but most humans don't have the same "hit locations" for social combat. Trying to use a generic combat system without taking into account the target character's personalities, passions, desires, and stubborn points is like trying to use a fish hit location chart for a person. Sure, you might get a "head" or "abdomen" result that works well enough, but you might also get a "tail" or "dorsal fin" result that... doesn't really work for the situation.
Likewise, most bulletproof vests with trauma plates offer... relatively similar protection. But someone's rank/position/status might provide a great deal of protection from someone who respects the hierarchy, but someone who doesn't care what your title is? Doesn't help at all.
@kitteh I'm becoming more and more convinced that a short list of "Defining Characteristics" (need a new term for it) should be included on every character's sheet in a game with hard social skills (ie, social skills that can be used CvC and the results of which are IC). In most situations, they should provide bonuses or penalties when trying to influence the character toward or against them (respectively).
@MarsGrad That's exactly how my Furystorm system (still in development) works. You declare your intended approach, the defender declares how effective it is and you set your "weapon" accordingly for bonuses or penalties, you roll, and then you work together to determine how that dice roll happened ICly.
(reading on, I see that @surreality has a very similar approach here)
As @faraday notes (and @ixokai before her), however, there are some situations where it just won't work. If the character can't afford a new car and doesn't want a new car, it's not very likely that someone is going to be able to sell them a new car (then again, there must be a reason they're on a car lot, yes?). But you might be able to sell them on the idea that when they do need a new car, they should come to you to buy it, and this is a great model, so you should do it sooner than you otherwise might have. For the example @ixokai used, a gay male character being approached by a woman for sex... perhaps they can't get sex, but they could probably get you laughing and grinning and charmed by them (even if not sexually interested in the slightest), so that you let them get close to you so they can clone your phone (without you knowing what they're doing, of course). It's still a seduction, but it doesn't lead to sex.
So I think that what a good social system that most people are comfortable with needs is the understanding that some things just can't be done by social combat rolls (turning the gay character straight), but that there's always some positive result for the winner of the rolls that can come about.