@misadventure said in Social Stats in the World of Darkness:
Physical combat and its accepted model works fine because it has one end state: defeated (yield, unconscious, dead, etc). That result is typically dull to RP.
I disagree with this.
Social interaction should not be modeled after physical combat, because simplistic to say that all forms of social success "defeated" anyone.
And with this.
I think that you're short-changing physical combat and social combat alike.
Physical combat could be about counting coup, making a point, standing up for yourself even though you get beat up, beating someone up to shut them up, beating someone up because you like it, maiming someone, killing them... some of the best RP I've had has come from RPing physical combat (granted, a good deal of it came after the actual combat, but I also love posing physical combat.
"Defeating" someone in social combat could be intimidating them into backing off, it could be charming them into liking you a little more, it could be bribing them into taking your nephew on as an aide, it could be getting them to let slip that juicy little secret, it could be getting a discount on that car you want to buy... these are all victory/defeat situations, but through RP, they become much richer than that. Heck, you could even give in to what the other person wants, but get a valuable concession in return (being defeated, but doing significant "social damage" over the course of the interaction).
@faraday said in Social Stats in the World of Darkness:
Don't even ask me what that particular contest might represent, lol But it shows how the rolls can be arbitrary.
Clearly, Cate is trying to sneak past the tripwire mine Erin set up. Poor Cate.