@Arkandel said in Eliminating social stats:
During game design, one of the potential ideas for its systems is to eliminate all social mechanics from it. That means no 'charisma' or 'manipulation' mundane attributes and no powers that sway emotions or decision-making.
I like this, but --
The intent behind this is to cut down on incidents where social attributes like that are ignored either way ('no, I get you rolled six successes on lying, but...'), not have to deal with 'how much sway' a given attempt produced given I've never been satisfied with how social damage has been implemented before in the games I've played, but also to eliminate concepts that try to browbeat others into TS.
-- I don't think the motivation is correct.
I have always believed that the problem is using these powers to twist another into playing in a way that would otherwise be contrary to the choice they would make for their PC. The problem is depriving agency, not the use of social stats themselves. And it's never a fair trade-off: no one balks when a vampire uses telepathy to determine if someone's actually lying, but sometimes make a stink when a player rolls a set of dice to make people believe their character's lie.
If social stats are limited to how a character appears, I'd be fine with that. Rolling social stats to give the appearance of being charming, innocent, or honest when one is concealing true motives is important. In a way, it's almost defensive: a guard is suspicious that a knight is lying his way past, but that knight seems so honest and caring -- he couldn't be a liar -- so he lets him through despite his better judgment. The knight isn't twisting the guard's behavior; he's giving the guard no cause to mistrust him.
It's a hard thing to balance. I know that, in my own system, I've reduced the social stats down considerably to a single stat: Guile. Guile's important to have as a tactician as much as a merchant, and comes into play in combat and the economy.