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VariantSocialRules

Revised Social Conflict for Exalted 2e, based on Luke Crane's "Duel of Wits" for The Burning Wheel as well as this: http://forum.rpg.net/archive/index.php/t-365097.html

Changes

Characters do not have Appearance, Charisma, and Manipulation. Instead they have Charisma, Manipulation, and Composure. These correspond roughly to Strength, Dexterity, and Stamina.

Many Abilities can be used, depending on what you want to achieve, how you want to get it, and who you want to give it to you:

Other Abilities can be used with a Stunt. Be careful to differentiate when arguing with another in front of a crowd: Presence will sway him, but Performance will move the crowd.

Social Defense Value is one half of the sum of Manipulation and the Ability used to defend. Essence isn't added in: neither attackers nor defenders have weapons to use. It is modified by Intimacy, high Virtue, or Motivation, but not by Appearance or Linguistics.

This happens in the timescale of fights or wars, as appropriate.

Stakes

As each character Joins Debate with a Wits+Awareness roll, his player specifies what will happen if this character wins unreservedly.

These are the Stakes he is fighting for. He also determines his Convincedness, a sort of temporary Health Level track. Your Convincedness is equal to the sum of your temporary Willpower and any successes on a reflexive Composure+Integrity roll. Note that it's temporary Willpower: if you're worn out from a fight, you'll be easier to talk to. Willpower spent or regained during the conflict does change your Convincedness.

TODO: Replace the word Convincedness. Composure, Resolve, Willpower, and Conviction are right out.

Arguments

Players now make their arguments as usual. If this is overlayed with a Battle or War, a social attack has a speed of 5 and a defense penalty of -1. Defense penalties are not segregated between social and physical actions: they're all summed together, including Onslaught for someone who shouts three nasty things at you and then stabs you.

Social attacks are rolled with Manipulation + the appropriate Ability. Anything beyond a spare "I convince/overawe/interrogate him" is a Stunt. Add Charisma to the rolled successes and hand the number to your opponent. He subtracts his own Composure, then rolls the remaining dice as a damage pool. Any successes are subtracted from his Convincedness.

Resolution and Compromise

When one party has lost all his Convincedness, he is out of the argument. The Debate ends. In a new debate, everybody gets a fresh pool of Convincedness. But first, whoever took this character out of the debate gets what he wants---to some extent.

If the winner lost only one point of Convincedness, there is no compromise necessary.

If the winner lost less than half of his Convincedness, he must compromise. The loser doesn't get all that he wanted, but he does get something small or related.

If the winner lost half or more of his Convincedness, he must give the loser one major concession: about half of what the loser wanted. Alternately, the loser can get nothing and the winner gets half of what he wanted.

If the winner had only one point of Convincedness left, he must grant a very major compromise.

If both sides mutually hit zero, then they all get what they want.

These compromises should be negotiated among the players or mandated by the GM---this isn't an in-character discussion. By and large, the loser gets to set his own compromise unless others show that he's being greedy or off-topic.

Charms


2010-02-27 19:16