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The Dresden Files => DFRPG => Topic started by: Sanctaphrax on May 12, 2012, 05:22:51 AM

Title: A House Rule For Social Combat
Post by: Sanctaphrax on May 12, 2012, 05:22:51 AM
About a month ago, I was working on some social attack stunts when I realized that, thanks to the general lack of weapon ratings on social attacks, +1 accuracy is not significantly better than +1 stress.

This bugged me somewhat, but I wasn't sure what to do about it.

More recently, I was working on a Telepathy power that would allow its user to give mental commands. When I was trying to work out the limits of that effect, I realized that social attacks had no clearly-defined limit to what they could make people do. Convincing someone to lend you $500 and convincing someone to give you their house are pretty much the same so far as the system is concerned.

This also bugged me somewhat.

Then I realized that these problems could solve one another. So here's the rule:

Social attacks have weapon ratings. The weapon rating of a social attack is determined by the reasonableness of the attack and by how well that attack fits its target's character.

Personally, I'm inclined to make the weapon rating of the average attack positive. Social conflicts can get a bit slow. But right now I'm more interested in discussing the rule in general than in discussing the appropriate weapon rating for an attempt to bribe a cop.

The basic idea here is that an attempt at bribery should be easier if the target is corrupt and harder if the target is likely to get caught taking the bribe.

So, forum. Do you think that this is a good idea?
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 12, 2012, 05:59:15 AM
The reason there are few social stunts with added weapon ratings is that most of the RAW stunts to aid social characters where +2 and accuracy is always better than weapons rating.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 13, 2012, 06:31:59 AM
Well, yeah.

But what does that have to do with anything?
Title: Re: A House Rule For Social Combat
Post by: crusher_bob on May 13, 2012, 08:46:01 AM
Hmm, seem to be several issues here:

1
How exactly do consequences and taking out happen in social conflict?
For example, we are having an argument about where to go and get lunch.  I'd assume me getting taken out indicates that I either agree with your argument about where to get lunch, or just decide not to argue about it anymore.  And what if I care enough about where we are having lunch to take consequences in the argument? What would that look like?

But what about more nebulous things like, "I'm trying to destroy your reputation with the White Council."?  In this example, consequences make more sense, in that they can represent how 'damaged' my reputation gets, or maybe favors I have to call in, or something like that.  And my reputation with one of the great powers of the world is probably something important enough to take consequences over, so things line up there just fine.

2
how to establish 'stakes' of a social conflict?
Obviously, we want more extreme stakes to be harder to accomplish.  So, "mister, can you spare a dollar." is a much easier stake to get than, "give me all your worldly possessions, peon!"

Tying this to aspects seems like a good place to start (sorta stealing from Exalteds 'intimacies", but then, most people really don't have a bunch of aspects related to keeping all their stuff, either.

3
Timescale
What's the time scale of social conflict?  For example, if I somehow get a social skill total of, say, 9 can I shut myself and my victim in a closet for a few minutes while I socially crush them?  Or would it require weeks of brain washing, or what?

---------------

Here's my first brainstorm:

1
Being socially taken out and just 'running out of social stress' are made into explicitly different things.  Being taken out is reserved for stuff like full on brain washing.  Just running out out stress may just mean losing an argument about where to have lunch.

2 Timing/Stakes
It generally takes time to inflict larger social consequences.  So for example, If I want to just give you a mild 'embarrassed' consequence, this might only take a few minutes, but inflicting a severe 'bad reputation' would take considerably longer.

So, just throwing out some numbers:
Running someone out of stress might take 'an instant'
Resolving a conflict with mild stakes might take 'a few minutes' (+4 on the timescale)
a conflict with moderate stakes might take 'a few hours'
severe 'a week'
extreme 'a season'
and full take out/manchurian candidate stuff 'a decade'

Stunts, powers, and good ideas can increase or decrease the timescales needed.

-------------

This also helps differentiate social stunts.  People with + accuracy/power stunts are good at winning arguments.  People with timescale stunts are good at actually changing peoples beliefs.

Title: Re: A House Rule For Social Combat
Post by: devonapple on May 13, 2012, 06:43:12 PM
This also helps differentiate social stunts.  People with + accuracy/power stunts are good at winning arguments.  People with timescale stunts are good at actually changing peoples beliefs.

So you could have stunt for things like "The Long Con" or "Come to Jesus".

Diaspora (FATE) was touted as having a sophisticated social combat system - I may opt to get it.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 13, 2012, 06:58:25 PM
Social attacks have weapon ratings. The weapon rating of a social attack is determined by the reasonableness of the attack and by how well that attack fits its target's character.
Have to admit I'm surprised to see this from you - it doesn't seem to mesh with your desire to separate mechanics from narrative.

Quote
So, forum. Do you think that this is a good idea?
I don't know that weapons are needed.  I do think setting stakes should be far more explicit.

The difference between a high school debate team's contest and a political debate for the presidential primary isn't in weapons.  It's in the stakes.  The high school debater's stakes are a contest and, maybe, some minor embarrassment.  The primary contest has far more at stake...a presidential run on one side and possibly up to criminal prosecution on the other.

Diaspora (FATE) was touted as having a sophisticated social combat system - I may opt to get it.
Setting the scene (which should imply stakes - still wish they were explicit) is one thing Diaspora does well.  It has you assign "zones" to social combat with zones being areas of thought or agreement.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 13, 2012, 08:48:57 PM
@crusher_bob: Sounds like a decent brainstorm, but I would really rather use the same system for physical and social conflicts. The current system actually works pretty well, I'm not too keen on entirely abandoning it.

@UmbraLux: This is actually in accordance with my desire for narrative-mechanical separation. Way I see it, the difference between making someone do one thing and making them do another is partially mechanical. I'd explain further, but I'd rather not derail the thread.

As I see it, stakes are set with each social attack. You say what you want to accomplish upon take-out with each social attack.

Given that, it seems sensible to modify each attack based on its stakes. Which is what I'm trying to do here.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 13, 2012, 09:02:46 PM
Given that, it seems sensible to modify each attack based on its stakes. Which is what I'm trying to do here.
I'm not sure that makes sense to me.  You're suggesting a single given attack have different weapon values based on whether it's a high school debate or a presidential primary?  Not sure I'm seeing your intent, can you explain?
Title: Re: A House Rule For Social Combat
Post by: Ophidimancer on May 14, 2012, 02:24:52 AM
I don't know if you guys have tried this before, but there is a house rule for social combat that I like.  I kind of port something over from Strands of FATE, where Social combat isn't about convincing the target of something, but rather determining their social image.  I make Mental Combat the arena of changing someone's mind and Social Combat the arena of changing someone's reputation.
Title: Re: A House Rule For Social Combat
Post by: Silverblaze on May 14, 2012, 02:44:49 AM
I have recently had a conversation about social combat.  I think I like the fact that it can solve an arguement.  I also think it is kind of scary.  Dice rolls can completely change the way a character thinks ("Join the Dark Side" "Change your political party or religion" "Broccoli in fact does taste good") and the player has to deal with that.

I feel there are some things you simply can't achieve with a few rolls in social combat regardless of the rapport skill rating.
Title: Re: A House Rule For Social Combat
Post by: Ophidimancer on May 14, 2012, 03:25:17 AM
I have recently had a conversation about social combat.  I think I like the fact that it can solve an arguement.  I also think it is kind of scary.  Dice rolls can completely change the way a character thinks ("Join the Dark Side" "Change your political party or religion" "Broccoli in fact does taste good") and the player has to deal with that.

I feel there are some things you simply can't achieve with a few rolls in social combat regardless of the rapport skill rating.

I think the FATE system, more than any other, accounts for this in a pretty satisfying fashion in three ways.
1) Consequences give the player the choice to not be Taken Out.
2) Concessions allow a player to resolve a conflict in a manner consistent with their vision for the character.
3) Even if Taken Out unexpectedly, the "reasonableness" rule still says that the result can't be wildly out of character.
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 14, 2012, 03:30:56 AM
I think the FATE system, more than any other, accounts for this in a pretty satisfying fashion in three ways.
1) Consequences give the player the choice to not be Taken Out.
2) Concessions allow a player to resolve a conflict in a manner consistent with their vision for the character.
3) Even if Taken Out unexpectedly, the "reasonableness" rule still says that the result can't be wildly out of character.

Which is why mental evocation is great, reasonable consequences include thralldome, sorry its a side point but it does illustrate the comparative tameness of social stress. 
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 14, 2012, 04:25:11 AM
I feel there are some things you simply can't achieve with a few rolls in social combat regardless of the rapport skill rating.
Agreed.  This is part of why I like setting the stakes explicitly.  Once they're set, that's all that can occur from the conflict.  Any consequences need to reflect it and so do the scenes (which primarily matters for recovery).

Convincing someone to stop using mental magic sets a life changing goal.  The stakes are similarly life changing - either the mental mage changes and stops using lawbreaking magic or the White Council rep has to kill someone who only meant to help.  Either way, at least one life is changed - probably for years if not permanently.

On the flip side, convincing someone to talk too much and give away information on his work is (usually) less life changing.  (Not talking about any security clearances, just standard social engineering.)  The stakes will vary from minor embarrassment to potential reprimand.  Embarrassment is something you get over quickly while a reprimand might stick around for six months or a year. 

By setting the stakes we've determined what will shape consequences and how long it will take to recover from them.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 14, 2012, 04:44:38 AM
@Silverblaze: Yeah, social take-outs have limits. Unfortunately, those limits are rather vague. This system would allow you to remove those limits if you felt inclined, since you can apply arbitrarily low weapon ratings to social attacks that it makes no sense to have succeed.

@ways and means: Your definition of "great" is very different from mine.

@Ophidimancer: I could see that working, but it would require easier mental attacks. And DFRPG seems to assume that mental stress is something special. Still, making Conviction useful for resisting attempts to convince you has appeal.

@UmbraLux: I thought a bit more about your comment about narrative and realized a significant flaw with my idea. It lets people effectively get social armour by being unreasonable. This is bad, I'll try to think of a way to fix it. Thanks for bringing it to my attention.

A social attack's weapon rating depends on how reasonable it is for the target to listen to you. If accepting what you have to say costs nothing, then you'll probably get a high weapon rating. If it's expensive to accept what you have to say, then you'll get a low weapon rating.

Let's take as our example a social attack that's designed to make people vote for you as class president might have a high weapon rating, because nobody is emotionally invested in not voting for you and it's easy to convince them.

But if you're trying to convince people to vote for you as PotUS, people will be emotionally invested in refusing you and as such you'll get a crummy weapon rating.

This mechanically represents the way that hardly anyone ever gets argued away from their core convictions.
Title: Re: A House Rule For Social Combat
Post by: Silverblaze on May 14, 2012, 05:16:42 AM
@Silverblaze: Yeah, social take-outs have limits. Unfortunately, those limits are rather vague. This system would allow you to remove those limits if you felt inclined, since you can apply arbitrarily low weapon ratings to social attacks that it makes no sense to have succeed.

@ways and means: Your definition of "great" is very different from mine.

@Ophidimancer: I could see that working, but it would require easier mental attacks. And DFRPG seems to assume that mental stress is something special. Still, making Conviction useful for resisting attempts to convince you has appeal.

@UmbraLux: I thought a bit more about your comment about narrative and realized a significant flaw with my idea. It lets people effectively get social armour by being unreasonable. This is bad, I'll try to think of a way to fix it. Thanks for bringing it to my attention.

A social attack's weapon rating depends on how reasonable it is for the target to listen to you. If accepting what you have to say costs nothing, then you'll probably get a high weapon rating. If it's expensive to accept what you have to say, then you'll get a low weapon rating.

Let's take as our example a social attack that's designed to make people vote for you as class president might have a high weapon rating, because nobody is emotionally invested in not voting for you and it's easy to convince them.

But if you're trying to convince people to vote for you as PotUS, people will be emotionally invested in refusing you and as such you'll get a crummy weapon rating.

This mechanically represents the way that hardly anyone ever gets argued away from their core convictions.

Social combat has another huge problem.  If I (the character) don't want to be convinced and I (the character) am unreasonable...I (the character) can just walk away.  I (the character) can plug my ears.  I (the character) can pee on your leg.  I (the character) can up and shoot you in the face.  All of this is a generally good way to end a social combat. 

Being very unreasonable totally ruins social combat.

I really hate social combat. I think it adds more grind/time drain into the game much like physical combat can.  I do see it's uses now though.  So I am becoming more moderate on it.

  I also very much agree with UmbraLux.  Setting the stakes at hand is very important.
Title: Re: A House Rule For Social Combat
Post by: Ophidimancer on May 14, 2012, 06:03:53 AM
Social attacks have weapon ratings. The weapon rating of a social attack is determined by the reasonableness of the attack and by how well that attack fits its target's character.

So, forum. Do you think that this is a good idea?

After thinking about this for awhile I think I can articulate both what bothers me about it and suggest a solution as well.

I think it bothers me because it's a little too vague and subjective.  Coming from someone who remembers the arguments about Paradigm from Mage the Ascension, I try not to encourage game stallers like that.

What I suggest is that any Aspects on both the attacker's and defender's side that support the argument act as a point of Weapon rating and any Aspects that detract from the argument act as a point of Armor.  Mechanically it might be easier to just tally up pro Aspects and con Aspects and just use the final difference as Weapon or Armor.

I know this isn't really that much more objective than what you suggested at first, but it relies on Aspects, which is a critical mechanic of the FATE system and something all the players are used to dealing with anyway.

What do you think?
Title: Re: A House Rule For Social Combat
Post by: CottbusFiles on May 14, 2012, 06:49:50 AM
I have recently had a conversation about social combat.  I think I like the fact that it can solve an arguement.  I also think it is kind of scary.  Dice rolls can completely change the way a character thinks ("Join the Dark Side" "Change your political party or religion" "Broccoli in fact does taste good") and the player has to deal with that.

What is the problem with this?
Title: Re: A House Rule For Social Combat
Post by: Silverblaze on May 14, 2012, 05:04:37 PM
What is the problem with this?

You seriously have no problem with someone being able to change core concepts of your character with a few dice rolls?

Lets say you are playing a Wizard of the White Council.  You also happen to be a strong advocate of PETA.  You also think chivalry is not dead.

In a few games (or in theory a few social combats in one game) a social combat expert now has you convinced breaking laws of magic is fine.  PETA in fact stands for People Eating Tasty Animals...or at least it does afte a few rapport rolls.  Also, now chivalry is dead, your girlfriend is sorta pissed.

This is way more powerful than bluff checks and sense motive checks or diplomacy checks in the D20 system. 

I think roleplaying over a large period of time should be able to slowly shape another character's thought processes and behavior.  I think events in games should change characters outlook on life.  Certainly not a few rolls or a social combat.

That is my problem with it.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 14, 2012, 07:02:58 PM
This is way more powerful than bluff checks and sense motive checks or diplomacy checks in the D20 system. 

You never tried to convince the rampaging Great Wyrm that it was actually a fluffy bunny and should start acting like one before people get confused, did you?
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 14, 2012, 07:11:13 PM
I think, Silverblaze, that you're thinking more of mental consequences. I don't see how a social consequence would change how you think, so much as how you might act or how people see you.

A social consequence wouldn't make the PETA activist suddenly become a meat eater, but it might make him feel really embarrassed about pontificating at the neighborhood barbecue and keep quieter about it. Or it might make his friends think he's not chivalrous, but just whipped.

You'd need to really mess with someone's brain to change how they actually think.

My question is, how do you determine or limit the weapon rating? Is it skill based, or does anyone with a megaphone suddenly start hurling Weapon:5 social attacks by virtue of volume?

Personally, I'd be in favor of removing Social consequences entirely, for reasons I've gone over before (in short, it makes zero sense to me that it's easier to take you out in a fist fight because you got drunk and embarrassed yourself last week). Instead, make them just temporary aspects with a duration up to the GM's discretion.
Title: Re: A House Rule For Social Combat
Post by: CottbusFiles on May 14, 2012, 07:37:03 PM
You seriously have no problem with someone being able to change core concepts of your character with a few dice rolls?

Lets say you are playing a Wizard of the White Council.  You also happen to be a strong advocate of PETA.  You also think chivalry is not dead.

In a few games (or in theory a few social combats in one game) a social combat expert now has you convinced breaking laws of magic is fine.  PETA in fact stands for People Eating Tasty Animals...or at least it does afte a few rapport rolls.  Also, now chivalry is dead, your girlfriend is sorta pissed.

This is way more powerful than bluff checks and sense motive checks or diplomacy checks in the D20 system. 

I think roleplaying over a large period of time should be able to slowly shape another character's thought processes and behavior.  I think events in games should change characters outlook on life.  Certainly not a few rolls or a social combat.

That is my problem with it.

In all of this cases i can simply walk away from the argument if i don't want to risk it. It also gives social characters a lot of power, something that normaly is the tuf of combat monsters.

Have a look at Burning Wheels Duel of Wits to see where i am coming from.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 14, 2012, 10:41:19 PM
Also, changing the core concepts of a character isn't something that happens with a few dice rolls--that's the realm of an extreme consequence. Even a Severe consequence is temporary and will pass eventually. At minimum, you'd have to make either 4 solid successful attacks in a row (plenty of time to back out) or suffer an absurdly overwhelming hit that goes 7 or more shifts over your track (and even then, you could soak it with a pair of other consequences instead) before you take an Extreme consequence.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 14, 2012, 11:57:21 PM
Even a Severe consequence is temporary and will pass eventually.

And is chosen by the player of the character taking the consequence, and thus does not necessarily reflect the goal of the attack in any meaningful way.
Title: Re: A House Rule For Social Combat
Post by: Becq on May 15, 2012, 12:30:51 AM
Also, even if you somehow decided to take an extreme consequence like "Gosh, Biff's right: I should give him my house", then you still have the option of buying out of the ensuing invoke-for-effect-based compel.  In the case of lesser consequences, odds are good that you recover from them at some point before escrow closes.

But it seems much more likely that the homeowner in question would simply walk out of the argument to begin with (ie, conceed the conflict with some measure of embarrassment).
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 15, 2012, 03:23:18 AM
Like I said, there are limits. Convincing someone to convert to your religion will be inside those limits sometimes and outside them other times.

What do you think?

Won't work.

I thought of that and rejected it already, actually.

Because "number of Aspects" isn't really the important thing. Not all Aspects are created equal. If I'm threatening to kill the love of your life, who I have hostage, then that ought to be more than +1 stress to Intimidation attacks.

Also, Aspects should not have passive mechanical effects.

Social combat has another huge problem.  If I (the character) don't want to be convinced and I (the character) am unreasonable...I (the character) can just walk away.  I (the character) can plug my ears.  I (the character) can pee on your leg.  I (the character) can up and shoot you in the face.  All of this is a generally good way to end a social combat. 

Being very unreasonable totally ruins social combat.

That's not a problem. If you don't want to participate in social interaction, you don't have to. It's just that you probably want to, because it's the best way to accomplish many goals. Any social system that did not model that would be a failure.
Title: Re: A House Rule For Social Combat
Post by: sinker on May 15, 2012, 05:23:50 AM
So I don't have a problem with the current way, and here's why.

The system already has a way to make arguments in which you have a greater investment take more time. If someone has an investment in an argument, then they are more likely to take consequences to try to stay in the fight. This will naturally lengthen the conflict. If I don't care what the end result of the conflict is, then when I take enough stress to necessitate a consequence, I will simply concede. This shortens the conflict, and gives me some say as to how the conflict ends (which prevents others from re-writing my character, just because I don't want burgers for lunch).

Additionally if you're clear about the stakes and each party's goals in the conflict, then that naturally limits the end result. If we're arguing about what to have for lunch and our goals are clearly outlined (I want to go here, and you want to go there), when one of us succeeds then the result must pass the reasonableness test with the table.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 15, 2012, 07:31:32 PM
The objective is not to make more important social conflicts longer. Why would we want to do that?
Title: Re: A House Rule For Social Combat
Post by: Ophidimancer on May 15, 2012, 10:47:04 PM
Because "number of Aspects" isn't really the important thing. Not all Aspects are created equal. If I'm threatening to kill the love of your life, who I have hostage, then that ought to be more than +1 stress to Intimidation attacks.

I see what you mean, but on the other hand, if something is that crucial to a character's concept, it makes sense that it would be touched upon by multiple Aspects, no?

Still, I'm not sure I like assigning Weapon ratings to different arguments.  A good debater is going to be Maneuvering, Assessing, and Declaring Aspects to tag while formulating their arguments anyway, right?  Is that a good enough representation of the art of debate and persuasion for you?
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 16, 2012, 12:53:06 AM
Is that a good enough representation of the art of debate and persuasion for you?

What does that have to do with anything?

The idea of this house rule is to create a mechanical difference between reasonable and unreasonable social attacks. To make intimidation easier when you use it against people you could splatter and harder when you use it against people you might not be able to take.
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 16, 2012, 01:32:32 AM
I think that if the social conflict in question is that important that it can change your core concepts and beliefs...this should NOT be down to a few dice rolls, it should be roleplayed. The Social Conflict rules are in place for a different reason than what's been used as most of the examples. They're for when you want to bluff your way past that bouncer to get into a nightclub. They're for when you want to stare down Mr Hardboiled Detective On Your Arse. They're for when you want to achieve objectives that rely not only on you having a good idea or plan to out socialise an objective and but also on your character's ability to pull it off.

You need to keep the attention of the casino floor boss while your team mates pick his pocket for the vault room door key and then give them enough time to crack the safe? Engage in a social conflict with him, where taking him out means you got him, or being taken out means he loses patience with you and shoves you aside to continue on his rounds, or gets suspicious about why you're talking dribble with him.

Taking consequences is to represent the amount of effort you're willing to put into it. You've begun to doubt your own abilties or starting to feel like you can't contribute to the team as much. You lose your cool etc. The use of Aspects can be used to represent the reasonable social advantage you're suggesting. The bonus to intimidate due to having a hostage - used either as a tag or a compel of He has my daughter! Aspect. Your opponent is also Big and Scary!? hey that can be tagged or have fate points spent on too. No need for weapon ratings for social conflicts when there are already rules in place to reflect this.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 16, 2012, 03:53:02 AM
I think that if the social conflict in question is that important that it can change your core concepts and beliefs...this should NOT be down to a few dice rolls, it should be roleplayed.

It should be role-played AND rolled, just like the physical conflict actions that have the potential to change fundamental truths about a given character (how many arms did you say you had?  and you say you never had that severe, personality-altering brain damage before this fight?).
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 16, 2012, 05:44:32 AM
Taking consequences is to represent the amount of effort you're willing to put into it. You've begun to doubt your own abilties or starting to feel like you can't contribute to the team as much. You lose your cool etc. The use of Aspects can be used to represent the reasonable social advantage you're suggesting. The bonus to intimidate due to having a hostage - used either as a tag or a compel of He has my daughter! Aspect. Your opponent is also Big and Scary!? hey that can be tagged or have fate points spent on too. No need for weapon ratings for social conflicts when there are already rules in place to reflect this.

Aspects are useful once. And all of them are equal. Using Aspects to represent the difference between a reasonable social attack and an unreasonable one is only minimally effective*.

But even if it worked perfectly, I'd still be proposing this. If you look at my first post you'll notice that my motivation here was not to make reasonableness matter, that was just a happy side effect.

*This is often the case with Aspects, in my experience. They can do everything, but they can't do everything well.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 16, 2012, 12:49:48 PM
...this should NOT be down to a few dice rolls, it should be roleplayed.
It's not a binary choice.  At least not unless you make it one. 

One of the things I like about FATE is the ability to incorporate role play directly into the game mechanics. 
Title: Re: A House Rule For Social Combat
Post by: Silverblaze on May 16, 2012, 12:57:55 PM
How do people unblur the lines between mental and social consequences?

That is to say; I find many consequences I think of for social could be mental (most people tell me they are mental).  Embarassed is a mental state.  Intimidated is a mental state.  Convinced...another mental state.  Hell, people say migraines are a mental consequence and it seems physical to me.

Also, take out results: everyone says huge character altering things should be extreme consequences.  If I take you out in physical combat, you either flee or I can do some seriously bad stuff to you.  (Maim, kill, torture, imprison etc.)
there is no reason social combat can't have a take out result like: "convinced there is no higher power." (that is pretty close to maimed or tortured)
Title: Re: A House Rule For Social Combat
Post by: Silverblaze on May 16, 2012, 12:58:53 PM
It's not a binary choice.  At least not unless you make it one. 

One of the things I like about FATE is the ability to incorporate role play directly into the game mechanics.

i've never played social encounters as binary in any system.  FATE just has some of the best ways to accomplish this merging.
Title: Re: A House Rule For Social Combat
Post by: sinker on May 16, 2012, 02:03:03 PM
More recently, I was working on a Telepathy power that would allow its user to give mental commands. When I was trying to work out the limits of that effect, I realized that social attacks had no clearly-defined limit to what they could make people do. Convincing someone to lend you $500 and convincing someone to give you their house are pretty much the same so far as the system is concerned.

This also bugged me somewhat.

This is what I was responding to Sancta. The two are significantly different in that I'm going to put up more of a fight in the latter. You were also talking about lower weapon ratings in arguments that have less impact on my character. Lower weapon ratings generally mean (slightly) longer conflicts.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 16, 2012, 08:27:26 PM
Yeah, but that's just a side effect.

Anyway, relying on consequences to keep unreasonable things from happening is not very safe. Consequences are not always available, and having to take them is a sign that the argument you're up against is working. Which is often unreasonable.
Title: Re: A House Rule For Social Combat
Post by: sinker on May 16, 2012, 11:56:04 PM
...having to take them is a sign that the argument you're up against is working.

Isn't that ideal?
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 17, 2012, 01:03:56 AM
How do people unblur the lines between mental and social consequences?

You should really only get mental consequences when you pit your will against anothers, rather than your wit (a fine line I know) and its still negotiable what you get and how you handle getting taken out.  There is still that element of overlap with social and mental consequences but all they really are is flavour, the mechanical aspect (no pun intended) is just where to place them on your sheet (either in the mental spot or social spot) and unless you can take aditional mental or social consequences it really doesn't matter where you got them.

As for Aspects only working once, that is true, it can also represent the fact that you can only be affected by the factor a limited amount of times. For example, Mr Big and Scary might be able to use his aspect on you, but sooner or later you're going to get used to it. You can use the hostage situation the same - "I know you got my kids, you told me already and I've taken the requisite stresses/consequences to go on regardless". All it would take to continue having those things apply their benefit is for the bad guy to spend a FP.
Title: Re: A House Rule For Social Combat
Post by: Silverblaze on May 17, 2012, 02:15:06 AM
You should really only get mental consequences when you pit your will against anothers, rather than your wit (a fine line I know) and its still negotiable what you get and how you handle getting taken out.  There is still that element of overlap with social and mental consequences but all they really are is flavour, the mechanical aspect (no pun intended) is just where to place them on your sheet (either in the mental spot or social spot) and unless you can take aditional mental or social consequences it really doesn't matter where you got them.

As for Aspects only working once, that is true, it can also represent the fact that you can only be affected by the factor a limited amount of times. For example, Mr Big and Scary might be able to use his aspect on you, but sooner or later you're going to get used to it. You can use the hostage situation the same - "I know you got my kids, you told me already and I've taken the requisite stresses/consequences to go on regardless". All it would take to continue having those things apply their benefit is for the bad guy to spend a FP.

Allow me to rephrase.

I have made many examples of names for consequences or take out results.  People tell me they are more mental than social.

I understand when to get mental consequences, but if after an arguement (said arguement's goal is to convince me to change my mind ) I'm told that would be mental.  however, the goal of the social combat as to get me to change my mind.... so it would be social yes?
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 17, 2012, 02:51:35 AM
It's the degree of changing your mind. A Social Conflict might change your mind about, say, where to go to dinner, or whether to ask someone out somewhere. It's not going to change your fundamental mindset. It's surface stuff.

A Social taken-out might convince a character to do something, but it's not going to change who the character is. It's surface, fleeting stuff--it'll convince a vegetarian to try beef just this once, but won't make him instantly into a caveman carnivore. Think of the last time you went out with your mates, and ended up going someplace that you didn't want to go, and were quietly miserable the whole time. That was you being taken out, Socially--you did something you otherwise wouldn't have, but you were still you, and it didn't change your thinking about it.

The way I look at it, being taken out socially amounts to, "Fine, but I'm not gonna like it. >:|"

Or put another way, Social Conflict might convince a horse to go to water, but you'd need a Mental Conflict to make it thirsty.
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 17, 2012, 03:06:00 AM
I understand when to get mental consequences, but if after an arguement (said arguement's goal is to convince me to change my mind ) I'm told that would be mental.  however, the goal of the social combat as to get me to change my mind.... so it would be social yes?

As stated YS217 mental conflicts are the rarest and most profound conflicts a character can get. They go beyond just changing your mind or making you angry, they attack the core of who you are, send you crazy or shatter your psych. The kind of abuse necessary to inflict this kind of damage require a great deal of time and energy, the result of established relationships going horribly awry.

So instead of adding weapon ratings to your social attacks, have it bumped up into the mental stress track instead of social stress. Most mortals have very little defence against this sort of attack. Think the difference between the police trying to convince a felon that violence is wrong, as opposed to Clockwork Orange treatment. Your family is being threatened? Thats cause to bump the conflict up into the realm of mental conflict in my books.

Being taken out socially usually only results in a lost argument or egg on your face, whereas a lost mental conflict you can go into psychosis or worse.
Title: Re: A House Rule For Social Combat
Post by: Ophidimancer on May 17, 2012, 05:02:54 AM
The idea of this house rule is to create a mechanical difference between reasonable and unreasonable social attacks. To make intimidation easier when you use it against people you could splatter and harder when you use it against people you might not be able to take.

Yes, I understand what you're saying.  The thing is, mechanizing something should usually make something easier to play, otherwise why not just handle it through player negotiation?  That's something the FATE system encourages anyway.

Minor characters, probably NPC's, that should be splattered should basically just Concede while boss NPC's can use GM Fate Points to invoke for effect if necessary or even Concede as well after taking some appropriate Consequences.

Things a character holds dear should be somewhere in their Aspects, which can be Compelled to make their social defenses crumble if the GM deems it reasonable.

Bottom line, I personally don't like your original houserule and wouldn't use it because I think the arbitrariness of assigning Weapon ratings to different arguments seems too much of a game staller to me.

Plus, I don't see how it actually solves the problem you said it solves, because it doesn't actually suggest any sort of limit to what a social attack can accomplish, it just makes such an attack easier or harder to land.  Sure, it's much harder for me to change your character's sexual orientation than it would be to make him change favorite ice cream flavors, but that did nothing to rule out any sort of ridiculous outcome, it just made it a higher threshold.
Title: Re: A House Rule For Social Combat
Post by: Ophidimancer on May 17, 2012, 06:00:14 AM
It's the degree of changing your mind. A Social Conflict might change your mind about, say, where to go to dinner, or whether to ask someone out somewhere. It's not going to change your fundamental mindset. It's surface stuff.

Yeah, personally I don't like this, I think it is messy and vague.  I don't know which FATE module it's from, but I really prefer Mental conflicts to be about changing one's mindset and Social conflicts to be about changing one's social standing or public image.
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 17, 2012, 06:40:03 AM
I'll take a Mild Social consequence and gain myself the aspect of Loudmouthed Newcomer and then just agree with you...

 8)
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 17, 2012, 08:38:14 PM
@everyone: The limits of a social take-out are very vague. Can you make someone convert to your religion? At some point you enter the realm of mental effects, but it's not clear where.

I'd be up for changing the boundaries between mental and social conflict too, but some skills would need to be rewritten as a result.

Amusingly enough, this houserule would not be changed much at all. It would just apply to mental conflicts.

@sinker: Not always. Getting any kind of success out of an unreasonable social attack should be harder than doing the same with a reasonable one.

@Ophidimancer: First part is very valid, I have no counterpoint except to say that I don't find this sort of thing very hard. Maybe it's a playstyle issue.

Second bit I disagree with. Making something harder and harder until it becomes impossible is in my opinion the ideal way to set limits in fuzzy situations like this one.

PS: My main reason for doing this was actually the desire to make accuracy more important than weapon rating, but it seems that nobody else actually cares about that...
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 18, 2012, 02:46:31 AM
PS: My main reason for doing this was actually the desire to make accuracy more important than weapon rating, but it seems that nobody else actually cares about that...

I dunno, nothing gets your point across like a shotgun blast to the guts...
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 18, 2012, 04:14:17 AM
...I don't follow.

Are you suggesting that I shoot people?
Title: Re: A House Rule For Social Combat
Post by: sinker on May 18, 2012, 04:35:04 AM
@sinker: Not always. Getting any kind of success out of an unreasonable social attack should be harder than doing the same with a reasonable one.

....

PS: My main reason for doing this was actually the desire to make accuracy more important than weapon rating, but it seems that nobody else actually cares about that...

Ahh, I understand now. I don't see how adding an arbitrary weapon rating makes accuracy more important than weapon rating though.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 18, 2012, 04:45:45 AM
Suppose I attack, and miss by one. If I have +1 accuracy, I get my weapon rating minus the target's armour in stress.

If I miss by more than one, neither +1 accuracy or +1 weapon rating does anything.

If I hit, both +1 accuracy and +1 weapon rating provide an extra point of stress.

So accuracy and weapon rating are equal in value unless you already have a weapon rating that exceeds the target's armour.

(Unless your GM in his infinite mercy gives you perks when you barely hit someone.)

So by assigning actual weapon values to social attacks, one can make social accuracy better than social damage.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 18, 2012, 05:21:48 AM
The above can be accomplished solely by applying the combat-stunt guidelines equally to social combat stunts.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 18, 2012, 12:38:22 PM
Suppose I attack, and miss by one. If I have +1 accuracy, I get my weapon rating minus the target's armour in stress.

If I miss by more than one, neither +1 accuracy or +1 weapon rating does anything.

If I hit, both +1 accuracy and +1 weapon rating provide an extra point of stress.

So accuracy and weapon rating are equal in value unless you already have a weapon rating that exceeds the target's armour.

(Unless your GM in his infinite mercy gives you perks when you barely hit someone.)

So by assigning actual weapon values to social attacks, one can make social accuracy better than social damage.
That's a convoluted bit of reasoning...which jumps to an unwarranted (and wrong) conclusion.

Since you're measuring importance by stress, it's trivial to show accuracy is most important when you have no weapon.  (All stress dealt stems from accuracy.)  The larger you make the weapon rating, the less accuracy matters (unless you add the possibility of friendly fire) until you get to the point where the weapon rating is so large reducing accuracy to make it a zone attack (if possible) makes sense.

Besides, as long as FATE turns excess accuracy into damage at a 1:1 ratio accuracy will always be better than weapon rating - simply because it can be both.
Title: Re: A House Rule For Social Combat
Post by: sinker on May 18, 2012, 04:06:56 PM
Ok, now I think I see exactly where you're coming from. You're looking at stunts aren't you? At the value difference between +1 Accuracy and +2 Stress? Cause I somewhat agree with you there (though not enough to really try to fix it). If you aren't then it's still a valid point in your favor.

If you're just saying that a weapon value increases the usefulness of zero sum attacks then I'd agree, but then I'm not really worried about it. Either your GM says nothing happens when you roll a zero sum attack, (in which case it's not enough to hit, roll better next time) or they're nice and allow you to turn your attack into a maneuver (giving you a fragile aspect).
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 18, 2012, 08:38:05 PM
You're looking at stunts aren't you? At the value difference between +1 Accuracy and +2 Stress?

Yes.

If your attack has no weapon rating, then +1 stress and +1 accuracy are the same barring GM intervention. (As is +2 accuracy and +1 accuracy +1 stress. And so on.) Once you have a weapon rating, accuracy starts being better.

UmbraLux, I don't follow your reasoning at all.
Title: Re: A House Rule For Social Combat
Post by: Ophidimancer on May 19, 2012, 05:59:09 AM
I think I see both points of view.

On the one hand, each point of Weapon rating gives you more Stress bang for your Accuracy buck.

On the other hand, points of Weapon rating don't make you any more likely to land a hit, so trading Accuracy for Weapon can give sharply diminishing returns.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 19, 2012, 08:01:14 PM
Honestly, a part of me thinks Social conflict is better without any weapon ratings. To me, the whole Social conflict thing seems like it's supposed to be "softer" than Mental or Physical conflict. Like, a social consequence that lasts months and years at a time really isn't supposed to be something that comes normally.

Part of this goes back to my feeling that social combat and the possibility of filling all your consequences with social stuff and making yourself a sitting duck in combat is way off. Part of it is that Social consequences seem much more transient in nature than physical or mental stuff, things that literally and tangibly change you and who you are.
Title: Re: A House Rule For Social Combat
Post by: eri on May 19, 2012, 10:32:37 PM
Honestly, a part of me thinks Social conflict is better without any weapon ratings. To me, the whole Social conflict thing seems like it's supposed to be "softer" than Mental or Physical conflict. Like, a social consequence that lasts months and years at a time really isn't supposed to be something that comes normally.

Part of this goes back to my feeling that social combat and the possibility of filling all your consequences with social stuff and making yourself a sitting duck in combat is way off. Part of it is that Social consequences seem much more transient in nature than physical or mental stuff, things that literally and tangibly change you and who you are.

Really? You don't think it would last as long?  ??? How about, a bad breakup that ends in the ex badmouthing you to all your mutual friends for months, or someone being accused of paedophilia and losing their teaching job and their reputation and in some cases even their rights for years. Wouldn't those be social consequences? You may be the same old stand-up guy you've always been, but if everyone views you in a different light, that's going to affect you. Right? Unless you have no social antennas you're going to notice if no-one wants to go on a second date with you cause your ex has been dishing the dirt. Or worse, if the Moms in the neighbourhood are keeping the kids away from you and looking at you like a threat.

I don't really have a point of view on the rest of the discussion, but that just struck me as wrong.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 19, 2012, 10:56:12 PM
Really? You don't think it would last as long?  ??? How about, a bad breakup that ends in the ex badmouthing you to all your mutual friends for months, or someone being accused of paedophilia and losing their teaching job and their reputation and in some cases even their rights for years. Wouldn't those be social consequences?
Yes. Those would be ones that don't "come normally." Those are pretty extreme things, the result of constant, consistent efforts over a considerable amount of time--i.e., numerous maneuvers adding up to one massive "attack" that overwhelms your "defense" and has to be weathered with a consequence.

I'm not saying that Severe or Extreme social consequences shouldn't and don't happen. I'm saying that maybe it's appropriate that they're that much more difficult to inflict, i.e., no RAW Social Weapon ratings (that I recall, anyway).
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 19, 2012, 11:17:36 PM
I'm not saying that Severe or Extreme social consequences shouldn't and don't happen. I'm saying that maybe it's appropriate that they're that much more difficult to inflict, i.e., no RAW Social Weapon ratings (that I recall, anyway).

What is available in the RAW for social attacks are accuracy boosts (in the form of stunts) of magnitudes normally reserved for weapon ratings.  And as we all know, when choosing between accuracy and weapon rating boosts in equal measure, accuracy is always superior.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 20, 2012, 12:28:19 AM
Yeah, but stunts don't stack, so in the absence of social 'weapons' (and social stress stunts), you're only going to get boosts to accuracy, rather than both accuracy and weapon ratings like you do in physical or mental stunts. (And honestly I'm iffy on the whole notion of stress-adding stunts for Weapons in the first place, but that's neither here nor there.)
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 20, 2012, 12:40:34 AM
True.
In the standard two-stunt combo you have +2 stress and +1 accuracy.
In the social attack stunt, you have +2 accuracy.
+2 accuracy is superior to +2 stress.
The resultant difference in average stress is, then, less than that gained by +1 accuracy.
In fact, +2 accuracy being superior to +1 accuracy and +1 stress, the difference is less than that gained by +1 stress, which happens to be the smallest bonus available to an attack.
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 20, 2012, 12:54:38 AM
But the dynamic changes with zero weapons rating a +2 weapons rating stunt becomes a +1 accuracy (as on a tied roll you still hit) +2 damage on hit. Still inferior to a +2 accuracy stunt but only by a fraction and nearly twice as good as a +1 accuracy stunt. Though truth be told given the non-existent weapons rating of social combat I think +2 social accuracy stunts are balanced, I actually think the stunts were set up that ways to avoid social weapons which would just be thematically odd.
Title: Re: A House Rule For Social Combat
Post by: sinker on May 20, 2012, 03:38:44 AM
Wait, if +1 accuracy = +2 stress under normal circumstances, and the social stunt provides +2 accuracy, is it not reasonable to assume that an equivalent stunt would be +4 stress?

Going back to Sancta's original post, it seems like a convoluted way to resolve your issue. Adding a weapon value increases the value of zero sum attacks, but it technically doesn't change the value of accuracy in comparison to stress. It seems like a problem with the system. +1 Accuracy < +2 stress, however +1 stress /= +1 accuracy. There's no in-between.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 20, 2012, 05:08:18 AM
Accuracy is never worse than weapon rating, but it isn't always better.

+1 accuracy is sometimes better than +2 stress, if you have a weapon rating to work with and a not-great chance of hitting your target.

(And honestly I'm iffy on the whole notion of stress-adding stunts for Weapons in the first place, but that's neither here nor there.)

Wait, what? Seriously?

Please explain this, in a PM if need be.

PS: If you want social attacks to be generally less powerful than physical ones, you could still use this houserule. Just assign negative weapon ratings to average attacks and be really stingy with positive ratings. The effects of this rule on social conflict speed depend entirely on how it is implemented.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 20, 2012, 01:27:28 PM
Wait, what? Seriously?

Please explain this, in a PM if need be.
Mainly, I suppose, it's how I've seen such stunts be referenced around these boards as if they were an automatic +2 to stress whenever you're using a weapon. This may not be quite what they are (I admit I haven't looked closely at the stunts in question), but that's the impression I've gotten.

I'll put it this way. The stunt rules wouldn't let you stack a pair of stunts to give yourself Weapon:4 fists, right? Adding a general use (meaning something along the lines of, "When he's using a sword...") Weapons stunt to add stress is just like that, except it only costs one refresh instead of two.

I feel like there shouldn't be such an easy way to double the Weapon rating, and that the character already has a "free" advantage by using a weapon. So maybe they could be narrower, or cost a fate point like Killer Blow, but it doesn't feel right for me that you could basically spend 1 refresh and be always attacking with Weapon:5 attacks.
Title: Re: A House Rule For Social Combat
Post by: sinker on May 20, 2012, 07:25:06 PM
Accuracy is never worse than weapon rating, but it isn't always better.

It is though. Accuracy functions exactly the same as weapon rating, but also makes it more likely the attack hits. Therefore it is always better. I'm not sure it's twice as good though, which is what frustrates me. Like I said, 1 accuracy is always better than 1 weapon rating, but it's not equal to 2 weapon rating.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 21, 2012, 12:47:48 AM
@Mr. Death: It looks to me like your real problems are not with Weapons stunts adding to stress. They seem to be with the arguable weakness of the Fists skill and with the tendency of some people (including me) to gloss over stunt restrictions in conversations.

Weapons is absolutely not in need of a nerf. Ask ways and means, he seems to be trying to buff Weapons right now.

(Tedronai might be worth talking to here too. IIRC he regards Fists as pathetic.)

@sinker: I already explained how in some situations weapon rating and accuracy are identical. If you want to say that accuracy is always better, you're going to need to disprove what I said somehow.

And for what it's worth, I'd not-rarely pick one accuracy over two stress.
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 21, 2012, 02:39:14 AM
Really? You don't think it would last as long?  ??? How about, a bad breakup that ends in the ex badmouthing you to all your mutual friends for months, or someone being accused of paedophilia and losing their teaching job and their reputation and in some cases even their rights for years. Wouldn't those be social consequences?

No, those would be Mental Consequences from a mental conflict. YS clearly gives that as an example on turning a social conflict into a mental one.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 21, 2012, 02:44:13 AM
(Tedronai might be worth talking to here too. IIRC he regards Fists as pathetic.)

The bolded section is true.  The rest remains to be seen.

@sinker: I already explained how in some situations weapon rating and accuracy are identical. If you want to say that accuracy is always better, you're going to need to disprove what I said somehow.

Could you provide a link to those explanations/claims?
I can't think of a non-contrived scenario where 1 accuracy can reasonably assumed to be of no greater value than 1 stress. (given the breadth of relative accuracy result from 2 rolls potentially producing an effective 8 point penalty for the attacker combined with the possibility of FP expenditure on the behalf of the defender to further widen that gap)


No, those would be Mental Consequences from a mental conflict. YS clearly gives that as an example on turning a social conflict into a mental one.
Consequences representing how those in a community view you differently than they otherwise would are clearly not mental in nature.  They are social.
If those same actions resulted in internal changes to the victim, those changes might be mental.
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 21, 2012, 02:50:47 AM
Consequences representing how those in a community view you differently than they otherwise would are clearly not mental in nature.  They are social.
If those same actions resulted in internal changes to the victim, those changes might be mental.

I concede, good point. Attacks like that can certainly be directed as mental though, given that I myself have been divorced before and you reach a point where you really dont care what others think but are hit pretty hard by the feeling of frustration and helplessness (since you can't settle it like men and HIT her lol). I think i took a couple of mental consequences that time for sure. I can still see your point though.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 21, 2012, 04:34:12 AM
I can't think of a non-contrived scenario where 1 accuracy can reasonably assumed to be of no greater value than 1 stress. (given the breadth of relative accuracy result from 2 rolls potentially producing an effective 8 point penalty for the attacker combined with the possibility of FP expenditure on the behalf of the defender to further widen that gap)

Here. (http://www.jimbutcheronline.com/bb/index.php/topic,32259.msg1413669.html#msg1413669)

The only time that +1 accuracy is better than +1 stress is when you miss by 1 and get more out of a 0-shift hit than you do out of missing. If you don't get anything out of a glancing hit, then +1 accuracy is not better than +1 stress at all.

Kind of an edge case in physical/mental combat, where most attacks have weapon ratings. But it's common in social combat.

PS: YS says that you can treat glancing hits as maneuvers if you so choose, but that seems to be a GM discretion thing.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 21, 2012, 02:58:04 PM
@sinker: I already explained how in some situations weapon rating and accuracy are identical. If you want to say that accuracy is always better, you're going to need to disprove what I said somehow.
It's already been done.  I'll try to simplify.

1.  Comparing accuracy to weapon rating at a 1:1 ratio.
2.  Measuring by stress caused.
3.  Accuracy past the success level becomes stress at a 1:1 ratio.
4.  Weapon rating becomes stress at 1:1 if accuracy is high enough.
Conclusion 1:  Accuracy is a must.  If you don't hit, weapon rating doesn't matter.
Conclusion 2:  Excess accuracy is equal to weapon rating in causing stress.

Example:  Splitting 10 points between accuracy and weapon power evenly makes me ineffective against anything with a defense greater than 5.  If Defense is exactly 5 I'll cause 5 stress.  Putting all 10 points in accuracy means I'll still do 5 stress when defense is 5 but I'll also do 4 stress when defense is 6 and 1 stress when defense is 9 - both situations where the 5/5 split does zero stress.

Hopefully that's clear.  If not, please let me know which part isn't understandable and I'll try to explain.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 21, 2012, 03:45:43 PM
@Mr. Death: It looks to me like your real problems are not with Weapons stunts adding to stress. They seem to be with the arguable weakness of the Fists skill and with the tendency of some people (including me) to gloss over stunt restrictions in conversations.
As I said, I haven't really taken a close look at those stunts, so that might well be the case. When I do see them summed up, most often it's in the sense of something like, "If you're using a broadsword, add +2 to the stress."

I personally don't see the Fists skill as particularly weak--it's useful in that anything it can do, it can do without tools, and I feel that's a fair tradeoff for the relative lack of power.

Quote
Weapons is absolutely not in need of a nerf. Ask ways and means, he seems to be trying to buff Weapons right now.
I'm not saying it needs a nerf. What I'm saying is that using Weapons already has a built in advantage of the weapon rating, and adding a stunt to boost the weapon rating even further feels like stacking stunts in a way the RAW doesn't intend. It makes more sense to me to limit it to accuracy stunts, or maybe stress boosting stunts that cost a fate point to use, like Killer Blow.

But that all's got little to do with social conflict, so perhaps we're getting off topic.
Title: Re: A House Rule For Social Combat
Post by: sinker on May 21, 2012, 04:17:22 PM
1.  Comparing accuracy to weapon rating at a 1:1 ratio.
2.  Measuring by stress caused.
3.  Accuracy past the success level becomes stress at a 1:1 ratio.
4.  Weapon rating becomes stress at 1:1 if accuracy is high enough.
Conclusion 1:  Accuracy is a must.  If you don't hit, weapon rating doesn't matter.
Conclusion 2:  Excess accuracy is equal to weapon rating in causing stress.

Example:  Splitting 10 points between accuracy and weapon power evenly makes me ineffective against anything with a defense greater than 5.  If Defense is exactly 5 I'll cause 5 stress.  Putting all 10 points in accuracy means I'll still do 5 stress when defense is 5 but I'll also do 4 stress when defense is 6 and 1 stress when defense is 9 - both situations where the 5/5 split does zero stress.

Yeah, this is where I was, but I realize that Sancta is talking about stunts here, which means +1 to accuracy or +2 to weapon rating. In that case, the only instance in which +1 accuracy makes a difference in in those situations where you're only one off, which creates a zero sum attack that doesn't do any stress (or technically have any real effect). So really +2 weapon rating is better than (or equal to) +1 accuracy unless your GM does something about zero sum attacks.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 21, 2012, 06:43:58 PM
Yeah, this is where I was, but I realize that Sancta is talking about stunts here, which means +1 to accuracy or +2 to weapon rating. In that case, the only instance in which +1 accuracy makes a difference in in those situations where you're only one off, which creates a zero sum attack that doesn't do any stress (or technically have any real effect). So really +2 weapon rating is better than (or equal to) +1 accuracy unless your GM does something about zero sum attacks.
He seems to be comparing accuracy and weapon rating at a 1:1 ratio here:
(click to show/hide)
If you're comparing accuracy to weapon rating at a 1:2 ratio you've already admitted accuracy is more important. 

From this: 
PS: My main reason for doing this was actually the desire to make accuracy more important than weapon rating, but it seems that nobody else actually cares about that...
  It appears the intent is to make accuracy more important than weapon rating.  I'm simply stating "it already is more important".
Title: Re: A House Rule For Social Combat
Post by: sinker on May 21, 2012, 08:37:58 PM
If you're comparing accuracy to weapon rating at a 1:2 ratio you've already admitted accuracy is more important. 

No, the system itself does that. A stunt may add 1 to accuracy or 2 to stress. We're arguing it's wrong (or at least a bit off).
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 21, 2012, 09:41:31 PM
It already is more important, as demonstrated by that reasoning, for example physical attack stunts, which follow the stunt creation guidelines, and for custom stunts following those guidelines.  The same cannot be said for example social attack stunts, which do not follow the stunt creation guidelines.
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 21, 2012, 11:10:13 PM
The same cannot be said for example social attack stunts, which do not follow the stunt creation guidelines.

They don't? Why not? Can you elaborate? I don't see why you can't have a stunt that allows you to do more stress in a social conflict during certain circumstances such as Hostage Taker - You inflict Wpn:2 damage during social conflicts in which you hold someone, or something, dear to your opponent against their will.

This follows the stunt creation guidelines. I think lol. That could also be my first mistake, though, thinking.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 21, 2012, 11:13:46 PM
What I was referring to were the 'example stunts' in YS.  The social stunts, there, do not follow the stunt creation guidelines.
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 21, 2012, 11:15:53 PM
More recently, I was working on a Telepathy power that would allow its user to give mental commands. Then I realized that these problems could solve one another. So here's the rule:

Sorry if it's been said already, but I was just rereading earlier posts and noticed this from the OP. Wouldn't this be better off as a mental attack? Or was this just put up as background for your thought process?
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 21, 2012, 11:19:22 PM
What I was referring to were the 'example stunts' in YS.  The social stunts, there, do not follow the stunt creation guidelines.

Which ones? The only 1 I can see that doesn't really for them is Subtle Menace for Intimidation, other than that I can't see where they dont.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 22, 2012, 01:55:42 AM
Rumormonger
Honest Lies
Infuriate
possibly Sex Appeal

Basically all the stunts presented in YS that provide or can provide a bonus to social attacks provide a +2 bonus to accuracy, something rather frowned upon by the stunt creation guidelines presented earlier in the same chapter.
Title: Re: A House Rule For Social Combat
Post by: sinker on May 22, 2012, 02:25:51 AM
Honest lies and Infuriate have further limiting factors, which is sometimes worth additional shifts. One could argue that Rumormonger is also limited by the fact that there must be justification for it to be considered an attack (I wouldn't though). Sex appeal is limited by gender/orientation?
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 22, 2012, 03:16:55 AM
I think I see what you're saying. I suppose that's what they mean when they call them 'guidelines' rather than rules. I rather think that Sex Appeal is the more powerful stunt as far as bang for your buck goes stuntwise, and does stretch the limits on those guidelines.

As for the original idea of social weapon grades, I'd still be more inclined to leave as is. Circumstance, whether through having the upper hand in an argument because of outside influence or otherwise, should still be used as Aspects. It just makes more sense to me. Being able to make stronger arguments would only be possible by 'doing your homework' in a debate/social conflict, which mechanically should be represented through use of assessments and declarations.

Still, this discussion has made me think more about the rules and I think thats a good thing. Cheers!
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 22, 2012, 03:28:05 AM
Honest lies and Infuriate have further limiting factors, which is sometimes worth additional shifts. One could argue that Rumormonger is also limited by the fact that there must be justification for it to be considered an attack (I wouldn't though). Sex appeal is limited by gender/orientation?
 
Lethal Weapon only provides its bonus against unarmored opponents.  Should it, then grant an accuracy bonus as those stunts, do?
The guidelines require all stunts providing a bonus to work only under some meaningful limiting factor.  The fact that so many of the example stunts ignore this requirement is simply another point where the two sections of the same chapter diverge.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 22, 2012, 06:21:57 AM
I really can't be bothered to go over the problems with the example stunts in YS again. Let this link (http://www.jimbutcheronline.com/bb/index.php/topic,28487.0.html) be my contribution to the discussion.

...was this just put up as background for your thought process?

Yes. Feel free to check out the Telepathy power, it's here (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1407265.html#msg1407265).

He seems to be comparing accuracy and weapon rating at a 1:1 ratio...

I am indeed.

And if I follow your rebuttal correctly, it doesn't actually counter what I said.

See, my point only stands in a very specific case. That case is a case where even with the stress boost the attack will inflict no more than 1 stress on a successful hit, and where the GM isn't handing out free Aspects for glancing blows.

In that specific case, stress and accuracy are equal. Because no attack that is converted from a miss into a hit by the accuracy boost will do anything. And stress and accuracy boosts are equal when applied to attacks that would miss with the accuracy boost or hit with the stress boost.

The thing is, that specific case is rather common in social conflicts.

I'm not saying it needs a nerf. What I'm saying is that using Weapons already has a built in advantage of the weapon rating, and adding a stunt to boost the weapon rating even further feels like stacking stunts in a way the RAW doesn't intend. It makes more sense to me to limit it to accuracy stunts, or maybe stress boosting stunts that cost a fate point to use, like Killer Blow.

But that all's got little to do with social conflict, so perhaps we're getting off topic.

Don't worry about derailing, the thread is like 80% derail anyway.

Some stunts are written under the assumption that people will not always have access to their favourite weapons. I freely admit that they push the limits of balance a little bit, but if you can't specialize in a weapon with stunts something is very wrong.

The Rules As Intended here clearly let you use stress-boosters with Weapons and Guns. The rules and the examples are in agreement, and there's nothing unbalanced about the result.

PS: Killer Blow is garbage.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 22, 2012, 12:06:59 PM
See, my point only stands in a very specific case.
What specific case are you referring to?

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The thing is, that specific case is rather common in social conflicts.
I can't think of anything I'd call a 'specific case' which is also common enough to warrant rewriting rules for an entire section of combat.  Perhaps I'll understand better once you explain what this case is.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 22, 2012, 03:16:24 PM
Some stunts are written under the assumption that people will not always have access to their favourite weapons. I freely admit that they push the limits of balance a little bit, but if you can't specialize in a weapon with stunts something is very wrong.
I totally agree. I just think that stacking a stress bonus on top of the Weapon rating doesn't feel right. Weapon specialization stunts, to me, would be to boost blocking, maneuvering, and attacking.

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The Rules As Intended here clearly let you use stress-boosters with Weapons and Guns. The rules and the examples are in agreement, and there's nothing unbalanced about the result.
What are some of the examples on restrictions to the stunts? It should be considerably narrower than just the type of weapon, as far as damage goes, because you're already getting a +2 or +3 for using that type of weapon.

I think I've a way to properly explain what I mean...the rules against stacking stunts (or taking a power twice) basically boil down to that you can't take two stunts that fill the same 'if/then' statement. So, by my thinking, just having a weapon means you have a certain 'if' (Using a Broadsword) paired with a certain 'then' (+2 stress on a successful hit), and subsequent stunts need to have different conditions and outcomes, i.e., you can't/shouldn't get another +2 just by fulfilling the condition "using a Broadsword."
Title: Re: A House Rule For Social Combat
Post by: sinker on May 22, 2012, 03:48:58 PM
What specific case are you referring to?

Ok, let me explain in it's entirety. According to the stunt creation rules, we can only gain +1 to accuracy from a stunt*. So, using only stunts the max accuracy bonus in social conflict we can achieve is +1*. The only time a +1 accuracy is useful is when 1 shift makes a difference. If we roll under -1 we miss anyway, so neither accuracy nor weapon rating is useful to us. If we roll -1 then a +1 to accuracy nets us a zero sum attack, and if the GM isn't feeling generous, a zero sum attack does nothing without weapon ratings. A -1 with only weapon rating does nothing as well. If we roll 0 then both accuracy and weapon rating increase the stress in the same way.

So in this case (where a single point of accuracy is the most you can achieve and your GM doesn't award anything for zero sum attacks) 1 point of accuracy is exactly like 1 point of stress.

*Of course this is all ignoring the fact that all of the social attack stunts in YS award a +2 accuracy bonus. Perhaps there's a reason for that.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 22, 2012, 04:27:18 PM
Ok, let me explain in it's entirety. According to the stunt creation rules, we can only gain +1 to accuracy from a stunt*. So, using only stunts the max accuracy bonus in social conflict we can achieve is +1*.
You're discussing stunt creation and Sanctaphrax is discussing a "special case" which relates accuracy to weapon rating at a 1:1 ratio.  If the two of you are discussing the same thing you're doing an excellent job of obfuscation.  :)

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The only time a +1 accuracy is useful is when 1 shift makes a difference. If we roll under -1 we miss anyway, so neither accuracy nor weapon rating is useful to us.
From my point of view, a bit more accuracy would have been extremely useful.  ;)
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If we roll -1 then a +1 to accuracy nets us a zero sum attack, and if the GM isn't feeling generous, a zero sum attack does nothing without weapon ratings. A -1 with only weapon rating does nothing as well. If we roll 0 then both accuracy and weapon rating increase the stress in the same way.

So in this case (where a single point of accuracy is the most you can achieve and your GM doesn't award anything for zero sum attacks) 1 point of accuracy is exactly like 1 point of stress.
After success?  Sure.  That's what I stated previously.
-----
Ties aren't so common the rules need* to be changed.  Particularly since aspects are already capable of breaking a tie.

Purely from an optimization point of view, the attacker is often better off maneuvering than simply spamming attacks - particularly when offense and defense are close.  I like to see more tactical choices than "I attack again."  So having a "special case" (where offense and defense are tied) which optimizes choices other than  just attacking is a Good Thing (TM).  ;)

*Lack of need shouldn't stop you if you want to make simply spamming attacks optimal.  I simply prefer the tactical choices already allowed.
Title: Re: A House Rule For Social Combat
Post by: sinker on May 22, 2012, 04:43:56 PM
Alright, so then the better way would be to compare them in a 1:2 ratio to see how weird it is.

Roll less than -1 with +1 accuracy or +2 weapon and you miss, nothing happens.

Roll -1 with +1 accuracy and you get a zero sum attack, with +2 weapon rating you miss. Either way nothing happens.

Roll 0 (or more) with +1 accuracy and you get a successful attack with an additional point of stress, however with +2 weapon you get a successful attack with an additional two points of stress.

Is that not a bit off?
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 22, 2012, 08:18:09 PM
Is that not a bit off?
Why do you consider it 'off'?  It's basically the same as physical combat with Fists.  Certainly weaker than using weapons but, if you want a weapon, you should probably buy the appropriate stunt / power / item / status.

Put it another way, don't you think assigning some weapon rating based on player creativity devalues equivalent weapon rating stunts?  Why bother paying a refresh when you get the stress damage for free?
Title: Re: A House Rule For Social Combat
Post by: sinker on May 22, 2012, 09:19:55 PM
Why do you consider it 'off'?

Because both cost the same amount of refresh, but one is more effective in all situations (provided that your GM does nothing about zero sum attacks). If Fists works the same way then I would also consider it a bit off.

Put it another way, don't you think assigning some weapon rating based on player creativity devalues equivalent weapon rating stunts?  Why bother paying a refresh when you get the stress damage for free?

I'm with you here. Like I said earlier adding arbitrary weapon ratings is a bit of a convoluted solution, since it doesn't address the actual problem.
Title: Re: A House Rule For Social Combat
Post by: Becq on May 23, 2012, 03:12:57 AM
I think that this is just a case where one option is clearly better than another option.  Is this really that bad?  All it means is that social characters will lean toward customizing stunts with +2 stress instead of +1 attack.

If you patch in a house rule to allow social attacks (only) to grant +2 to attack, then you create a case where characters can legally get an effective +4 to social attacks (by stacking a +2 attack stunt with a +2 stress stunt).  And that's discounting the possibility that someone opts to buy a power that grants a social weapon rating, which would combine too powerfully with a +2 attack.

Seems much easier to just leave it as is, and let those who don't like the imbalance design their stunts with the stress bonus.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 23, 2012, 05:53:07 AM
What specific case are you referring to?
That case is a case where even with the stress boost the attack will inflict no more than 1 stress on a successful hit, and where the GM isn't handing out free Aspects for glancing blows.

For example, if I attack with my Good Intimidation against your Good Rapport, and neither of us has relevant stunts or powers, +1 stress and +1 accuracy are equal unless the GM is giving bonuses for glancing hits.

If you had armour 1 from a stunt, then +2 accuracy and +2 stress would also be equal. But if you have no armour, +2 accuracy is substantially better.

Does that make sense?

I think that this is just a case where one option is clearly better than another option.  Is this really that bad?

Yes. Superior and inferior options is like the definition of imbalance. Imbalance is generally worth fixing unless it serves an important purpose or is super hard to fix. The first is not the case here. The second may or may not be.

I think I've a way to properly explain what I mean...the rules against stacking stunts (or taking a power twice) basically boil down to that you can't take two stunts that fill the same 'if/then' statement. So, by my thinking, just having a weapon means you have a certain 'if' (Using a Broadsword) paired with a certain 'then' (+2 stress on a successful hit), and subsequent stunts need to have different conditions and outcomes, i.e., you can't/shouldn't get another +2 just by fulfilling the condition "using a Broadsword."

The bonus from a broadsword is not a stunt bonus. I can think of no reason to treat as one, and I can find no such reason in your posts.

You can get weapon 3 from a broadsword, a halberd, a chainsaw, or any number of other things. What a stunt would do is reward you for using one of those, but not for using the others. What's wrong with that?

Check out Off-Hand Weapon Training and Way Of The Bow for examples of canon stunts that boost stress with weaponry.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 23, 2012, 03:21:50 PM
The bonus from a broadsword is not a stunt bonus. I can think of no reason to treat as one, and I can find no such reason in your posts.
You're right. It's better than a stunt bonus, because it doesn't cost any refresh. But what it is is a flat stress bonus for using a given weapon.

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You can get weapon 3 from a broadsword, a halberd, a chainsaw, or any number of other things. What a stunt would do is reward you for using one of those, but not for using the others. What's wrong with that?
The fact that there is already a stress bonus for using a given weapon inherent in its weapon rating, and let's be realistic here--if your character's concept justifies or implies that you have a specialization in broad swords, how often are you really going to use anything else? A flat bonus for every time you're using the character's chosen weapon means a flat bonus to stress 99% of the time he gets into a fight, and as I recall, stunts are supposed to be less applicable than that.

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Check out Off-Hand Weapon Training and Way Of The Bow for examples of canon stunts that boost stress with weaponry.
I'm aware of both--but, importantly, Way of the Bow's stress bonus is only +1, and Off-Hand Weapon Training has conditions different and narrower than "you wield a type of weapon."

I'm not against stress bonuses for Weapons or Guns in general. I'm just saying they should have more stringent conditions than the type of weapon you wield, because let's face it, if you have a stunt that lets you do Weapon:5 damage for free every round (remember, by the RAW, this is equivalent to hitting someone with a sedan), are you ever going to not use that weapon if you have any choice in the matter?
Title: Re: A House Rule For Social Combat
Post by: polkaneverdies on May 23, 2012, 05:05:50 PM
If your game is based in a modern city then the gm is slacking if a character has access to a broadsword for 99% of the conflicts he ends up in.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 23, 2012, 11:17:08 PM
For example, if I attack with my Good Intimidation against your Good Rapport, and neither of us has relevant stunts or powers, +1 stress and +1 accuracy are equal unless the GM is giving bonuses for glancing hits.
Are you counting the roll in here?

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If you had armour 1 from a stunt, then +2 accuracy and +2 stress would also be equal. But if you have no armour, +2 accuracy is substantially better.

Does that make sense?
This latter part, no.  Assuming a hit, two extra shifts of accuracy is equal to two shifts of weapon rating and zero extra shifts of accuracy whether or not you have armor.  If you're second doesn't hit, I agree...it's why I've stated accuracy is already 'better' than weapon rating.

Which leaves me scratching my head over your statement of wanting to make accuracy more important, I simply don't understand how giving free weapon ratings is supposed to do so.  All it seems to do is devalue stunts which give a weapon rating / stress equivalent.

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Yes. Superior and inferior options is like the definition of imbalance. Imbalance is generally worth fixing unless it serves an important purpose or is super hard to fix. The first is not the case here. The second may or may not be.
There's a big difference between imbalance and situationally superior options.  Take rock-paper-scissors as a simplistic example.  None of the three are equal, there's a circular hierarchy of situational / tactical effectiveness.  FATE combat is similar, if more complex.  You have the option to attack, maneuver, or block.  Since those options are open to anyone, it's not a balance issue.  It's a tactical choice.

I like tactical choices.  Making all choices equal is boring - it makes the choice meaningless.

Do note, there's a big difference between tactical options open to everyone and strategic options (i.e. powers) which only get chosen once (or at least seldom).  Tactical options only create imbalance if one option becomes incentivized over others all / most of the time.  Strategic options create and / or limit future tactical options...which is why they create imbalance so easily. 
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 23, 2012, 11:37:14 PM
With zero weapon rating social attacks (aka all social attacks) +2 weapons rating will always be better than +1 accuracy as +2 weapons rating works out as +1 to +2 to stress, this isn't really a big deal 1 shift of weapons rating difference is negligible.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 24, 2012, 03:50:32 AM
The fact that there is already a stress bonus for using a given weapon inherent in its weapon rating, and let's be realistic here--if your character's concept justifies or implies that you have a specialization in broad swords, how often are you really going to use anything else?

What polka said will hold in most games. In the games where it does not, the stunts will be made overpowered. Which is sad, but pretty much impossible to avoid when writing stunts. Stunts can only really be balanced on a per-game basis, and stunts written for the hypothetical average game will sometimes be over/underpowered in unusual games.

Though even in an average game, it's not that heavy a restriction for a stunt. I could understand disliking those stunts, it's the focus on the stress boosters that I think is wrongheaded. The accuracy and defence boosters are not worse.

I'm aware of both--but, importantly, Way of the Bow's stress bonus is only +1, and Off-Hand Weapon Training has conditions different and narrower than "you wield a type of weapon."

Way Of The Bow has other benefits, and is very broad even by my standards. As for Off-Hand Weapon Training, it's actually broader than a specific weapon type. If I can reliably bring a broadsword to every fight, I can also bring two broadswords. And if I'm caught without my favoured weapon, I can still use it.

I'm not against stress bonuses for Weapons or Guns in general. I'm just saying they should have more stringent conditions than the type of weapon you wield, because let's face it, if you have a stunt that lets you do Weapon:5 damage for free every round (remember, by the RAW, this is equivalent to hitting someone with a sedan), are you ever going to not use that weapon if you have any choice in the matter?

No. That's the point. Halberd McHalberd never uses anything other than a halberd, given a choice.

What you are suggesting is nothing other than a nerf to Weapons and Guns intended to bring them in line with Fists. This is a mistake, because there are lots of other ways to fight and Weapons and Guns should not be made to compare less well with them. If you think a weapon 5 halberd will make Bruce Lee feel weak, make Bruce Lee stronger. (Possibly add a trapping to Fists that gives your hands a weapon rating.)

Are you counting the roll in here?

Yes, of course.

This latter part, no.  Assuming a hit, two extra shifts of accuracy is equal to two shifts of weapon rating and zero extra shifts of accuracy whether or not you have armor.  If you're second doesn't hit, I agree...it's why I've stated accuracy is already 'better' than weapon rating.

Let me explain again. In the situation I posited, which is a common one in social conflicts, there is no way for the accuracy bonus to turn a miss into a meaningful hit.

Does that make the problem clear?

All it seems to do is devalue stunts which give a weapon rating / stress equivalent.

It devalues them by comparison to accuracy boosters, not in absolute terms. Which is exactly what I want.

I can easily see myself picking +1 to hit with Weapons over +2 stress with Weapons. With Intimidation, I can't.

There's a big difference between imbalance and situationally superior options.  Take rock-paper-scissors as a simplistic example.  None of the three are equal, there's a circular hierarchy of situational / tactical effectiveness.  FATE combat is similar, if more complex.  You have the option to attack, maneuver, or block.  Since those options are open to anyone, it's not a balance issue.  It's a tactical choice.

I like tactical choices.  Making all choices equal is boring - it makes the choice meaningless.

Do note, there's a big difference between tactical options open to everyone and strategic options (i.e. powers) which only get chosen once (or at least seldom).  Tactical options only create imbalance if one option becomes incentivized over others all / most of the time.  Strategic options create and / or limit future tactical options...which is why they create imbalance so easily. 

I agree completely. I'm talking about strategic options here, just in case it's not clear.

The key to balanced tactical options is that no option should truly be better than any other. Better in a specific situation is fine, even good, but better in a vacuum is a problem.

I doubt I'm telling you anything you don't know, but maybe explaining this will make my position clearer.
Title: Re: A House Rule For Social Combat
Post by: sinker on May 24, 2012, 05:08:15 AM
You know Sancta, it is worth noting that all canon social attack stunts are +2.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 24, 2012, 06:01:52 PM
Though even in an average game, it's not that heavy a restriction for a stunt. I could understand disliking those stunts, it's the focus on the stress boosters that I think is wrongheaded. The accuracy and defence boosters are not worse.
I don't recall saying the others are worse. I just think that direct, broad stress boosters are redundant and shouldn't stack. If it's going to be that broad, making the stress boost +1 would be better. +2 stress is not an insignificant amount.

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Way Of The Bow has other benefits, and is very broad even by my standards. As for Off-Hand Weapon Training, it's actually broader than a specific weapon type. If I can reliably bring a broadsword to every fight, I can also bring two broadswords. And if I'm caught without my favoured weapon, I can still use it.
Broader, yes, but also not guaranteed to be +2. If your offhand weapon is anything less than Weapon:3, Weapon Specialization for +2 stress is always going to be better. A flat +2 stress booster makes Off-Hand Weapon training at best redundant, and at worst obsolete. A dual-wielding knife user is going to be doing Weapon:2 damage; a knife user with this Weapon Specialization will be doing Weapon:3.

And that's not even getting into whether you can specialize and dual-wield, which could give you Weapon:7 damage, for only 2 refresh.

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What you are suggesting is nothing other than a nerf to Weapons and Guns intended to bring them in line with Fists.
No, that is not my intention at all. I've said nothing about Fists, except that I don't think it's underpowered, in response to your previous assertion. You keep bringing up Fists, not me.

Besides, nerfing Guns and Weapons to match up with Fists is impossible. The only way to nerf Guns and Weapons to be in line with Fists would be to require spending a refresh to use a weapon rating at all.

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If you think a weapon 5 halberd will make Bruce Lee feel weak, make Bruce Lee stronger. (Possibly add a trapping to Fists that gives your hands a weapon rating.)
Again: I'm not talking about Fists. I'm saying that it doesn't seem right to me to have a stunt that adds a flat +2 stress to every use of a weapon, because you already get a stress bonus from using a weapon at all. I think either it should be a tighter restriction (maybe the weapon type gets +2 stress against armored opponents, or it's +2 stress after the enemy's disarmed, or +2 stress on flanking attacks, or whatever) or a lower bonus.

It's not that I think they push them too far past Fists users, but that I feel it devalues the game's existing options for high-powered attacks, like strength powers and spellcasting.
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 24, 2012, 06:30:33 PM
I don't recall saying the others are worse. I just think that direct, broad stress boosters are redundant and shouldn't stack. If it's going to be that broad, making the stress boost +1 would be better. +2 stress is not an insignificant amount.
Broader, yes, but also not guaranteed to be +2. If your offhand weapon is anything less than Weapon:3, Weapon Specialization for +2 stress is always going to be better. A flat +2 stress booster makes Off-Hand Weapon training at best redundant, and at worst obsolete. A dual-wielding knife user is going to be doing Weapon:2 damage; a knife user with this Weapon Specialization will be doing Weapon:3.

And that's not even getting into whether you can specialize and dual-wield, which could give you Weapon:7 damage, for only 2 refresh.
No, that is not my intention at all. I've said nothing about Fists, except that I don't think it's underpowered, in response to your previous assertion. You keep bringing up Fists, not me.

Besides, nerfing Guns and Weapons to match up with Fists is impossible. The only way to nerf Guns and Weapons to be in line with Fists would be to require spending a refresh to use a weapon rating at all.
Again: I'm not talking about Fists. I'm saying that it doesn't seem right to me to have a stunt that adds a flat +2 stress to every use of a weapon, because you already get a stress bonus from using a weapon at all. I think either it should be a tighter restriction (maybe the weapon type gets +2 stress against armored opponents, or it's +2 stress after the enemy's disarmed, or +2 stress on flanking attacks, or whatever) or a lower bonus.

It's not that I think they push them too far past Fists users, but that I feel it devalues the game's existing options for high-powered attacks, like strength powers and spell casting.

You think such stunts devalue spell casting when for the same point of refresh you spend on a stunt can get +2 accuracy that stacks, as accuracy trumps weapons rating (by a debatable scalar of 2:1) this is twice as effective and the stacking makes the power better still.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 24, 2012, 06:42:15 PM
And that's not even getting into whether you can specialize and dual-wield, which could give you Weapon:7 damage, for only 2 refresh.

You can't.  See the stunt stacking guidelines.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 24, 2012, 06:59:44 PM
You think such stunts devalue spell casting when for the same point of refresh you spend on a stunt can get +2 accuracy that stacks, as accuracy trumps weapons rating (by a debatable scalar of 2:1) this is twice as effective and the stacking makes the power better still.
Yes, but two things: One, powers are supposed to be significantly more powerful than stunts of the same cost, and two, you can only take refinement after you've already spent several refresh on a power.

Put simply, I think adding a permanent +2 to stress with the only condition being the type of weapon you're using is too broad, and overreaches what a stunt should be able to do. I'd much rather see it with only a +1 bonus, or to narrower situations.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 24, 2012, 09:20:39 PM
High weapon value Powers are in fact better than weapon value stunts, just as intended. Your proposed change would make them more so. Thereby weakening Weapons and Guns in comparison to everything. What, if not Fists, is this meant to balance them against?

Anyway, stacking stunts is not allowed. There's a good reason for that.

Why are you more bothered by a direct, broad, boost to Weapons damage than by a direct, broad, boost to anything else? You've provided no reason that I can see. The thing about how you already get a boost from wielding a weapon is so far as I can tell totally irrelevant.

PS: A dual-wielding knife user with Off-Hand Weapon Training will often be doing weapon 3-5 damage, because he'll drop the knives in favour of a better weapon pairing. Unless he's Compelled, of course, in which case he's been rewarded for his (otherwise) silly decision.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 24, 2012, 09:43:07 PM
Off-hand Weapon Training is a horribly designed stunt.  It should not be used in balance comparisons except as how NOT to design stunts.
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 24, 2012, 09:50:30 PM
High weapon value Powers are in fact better than weapon value stunts, just as intended. Your proposed change would make them more so. Thereby weakening Weapons and Guns in comparison to everything. What, if not Fists, is this meant to balance them against?

Anyway, stacking stunts is not allowed. There's a good reason for that.

Why are you more bothered by a direct, broad, boost to Weapons damage than by a direct, broad, boost to anything else? You've provided no reason that I can see. The thing about how you already get a boost from wielding a weapon is so far as I can tell totally irrelevant.

PS: A dual-wielding knife user with Off-Hand Weapon Training will often be doing weapon 3-5 damage, because he'll drop the knives in favour of a better weapon pairing. Unless he's Compelled, of course, in which case he's been rewarded for his (otherwise) silly decision.

The every amusing two great swords and inhuman strength combo comes to mind (+2 bonus) or with higher strength levels duel wielding cars (weapons 5) is also feasible (+3 bonus). Not to mention the fact with the right Enchanted items set up you can wield two weapon rating 10 daggers for a +5 bonus. 
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 25, 2012, 03:52:28 AM
@ways and means: Please, no cheese-weaselling. We're trying to talk about how things should be.

@Tedronai: It's not great, but it's not that bad. It's definitely good evidence that stress-boosting stunts were totally intended to work with Weapons. Though I suppose such evidence isn't really necessary, since there's nothing in the stunt rules that even implies otherwise.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 25, 2012, 04:11:27 AM
@Tedronai: It's not great, but it's not that bad.

Because of the manner in which the bonus is determined, for the vast majority of character concepts that would plausibly make use of the stunt (those that wield two weapons individually smaller than a [greatsword/etc]), it is substantially sub-par.
For a select few character concepts built specifically to abuse it (see the cheesed-out enchanted item wielder), it becomes more powerful than even a strong power, and not necessarily a strong power of a mere single refresh, either.

This is bad stunt design.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 25, 2012, 04:21:31 AM
True.

But it's just normal bad, not game-meltingly awful.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 25, 2012, 04:28:10 AM
But it's just normal bad, not game-meltingly awful.

I give that credit to the system itself.  It's actually relatively difficult to design 'game-meltingly awful' stunts or powers that are not either blatantly absurd or comprised almost entirely of GM judgment calls (which just means that it's the judgment calls that would be game-meltingly awful, and the power would just be regular awful).
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 25, 2012, 05:32:45 AM
True, it is a pretty robust system. Part of the reason I like it.
Title: Re: A House Rule For Social Combat
Post by: Becq on May 25, 2012, 06:10:24 PM
Ok, I'm not sure I'm understanding some of the arguments above, since they appear to be based on assumptions I'm not willing to make.

So here's my understanding:  The rules state regarding enchanted items that "Defensive items (ones that provide armor or a block, for example) often consume a use at the time of defense and don’t require a separate action to activate" (YS280).  I tend to read the implication here (which isn't stated outright) that all other uses on an enchanted item require an action to trigger the effect.

Because of this, it isn't possible to use two enchanted items as part of an Off-Hand Weapon Training combo, since each of them would require an action to trigger.  So, for example, a character with Off-Hand Weapon Training and two enchanted swords (each with an inherent weapon:2 and some number of uses of a weapon:10 attack) could do any of the following:
1) Make a melee attack, which would be at at weapon:3 due to the stunt
2) Trigger his right-hand weapon's enchantment, which would burn a charge to create a weapon:10 effect aimed by Weapons.  At most, this would count as a weapon:11 attack due to Off-Hand, though see below.
3) Trigger his left-hand weapon's enchantment, which would burn a charge to create a weapon:10 effect aimed by Weapons.  At most, this would count as a weapon:11 attack due to Off-Hand, though see below.

He could not trigger both weapons together, with or without the stunt, because this would require two actions.

In fact, I personally would take this further by ruling that Off-Hand Weapon Training only applies to actual melee attacks, not to magical attacks that happen to use a weapon as their focus.  Say, for example, a wizard had the Off-Hand stunt and carried a weapon in his left hand.  Then he cast an attack spell, and described it as, say, a burning sword that appeared in his hand, then slashed through his foe.  (Fire spell, 6 shifts, weapon:6 spell attack.)  Would you let him add +1 to the strength of the spell?  A spell effect generated by an enchanted weapon should be treated the same way.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 25, 2012, 06:17:34 PM
High weapon value Powers are in fact better than weapon value stunts, just as intended. Your proposed change would make them more so. Thereby weakening Weapons and Guns in comparison to everything. What, if not Fists, is this meant to balance them against?
Not so much to balance them against Fists as I simply feel they don't fit the scope and intention of stunts, at least with the broad +2.

Put it this way...a Weapon rating is, in a lot of cases, more than simply how much stress the weapon causes. It's also reflective of things like the quality and availability of the weapon, the size, how well it can be concealed, etc. Absent stunts, something that's Weapon:3 is supposed to be big, powerful, and difficult to hide. Something that's Weapon:5 is the kind of thing you really shouldn't be able to walk around with, unless maybe you're disguising it as part of an anime cosplay.

A broadly applicable, +2 stress stunt means you're getting the benefit of a Weapon that should be a lot more conspicuous and a lot harder to get.

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Why are you more bothered by a direct, broad, boost to Weapons damage than by a direct, broad, boost to anything else? You've provided no reason that I can see.
I'm not for the "anything else," necessarily. I've only just been talking about Weapon ratings because that's the topic we were on when I joined in.

I'd be similarly against a stunt that made Fists into Weapon:2 in all circumstances too.

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The thing about how you already get a boost from wielding a weapon is so far as I can tell totally irrelevant.
See above about the Weapon Rating = all those other factors. It's an escalation factor that I don't think fits with the scope of stunts.

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PS: A dual-wielding knife user with Off-Hand Weapon Training will often be doing weapon 3-5 damage, because he'll drop the knives in favour of a better weapon pairing. Unless he's Compelled, of course, in which case he's been rewarded for his (otherwise) silly decision.
In other words, they're no longer a dual-wielding knife user. Allowing stunts that broadly add a +2 to the Weapons rating creates an escalation that renders obsolete what should be viable characters, and that's a bad thing.

Someone who dual-wields knives should be able to keep up with someone wielding a Weapon:3 broadsword--but if, for the same price, that Weapon:2 knife combination is put against a single Weapon:5 broadsword, then that broad, powerful stunt has all but removed an an entire fighting style from the playing field.

For what reason would any Weapons or Guns user not take such a stunt?
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 25, 2012, 07:29:06 PM
Someone who dual-wields knives should be able to keep up with someone wielding a Weapon:3 broadsword--but if, for the same price, that Weapon:2 knife combination is put against a single Weapon:5 broadsword, then that broad, powerful stunt has all but removed an an entire fighting style from the playing field.

For what reason would any Weapons or Guns user not take such a stunt?

It's not the +2 weapons stress stunt that's rendered the dual-knife-wielder obsolete.  Off-hand Weapons Training did that by being a crap stunt.

So far as the wielder of a single small blade can keep up with the wielder of a single large blade, the wielder of two small blades using a stunt to gain benefit from the second blade should be able to keep up with the wielder of a single large blade using a stunt to benefit their (here left undefined) fighting style.
Off-hand Weapons Training utterly fails in this task, but that does not mean that other weapons stunts must be brought down to its level.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 25, 2012, 07:52:13 PM
It's not the +2 weapons stress stunt that's rendered the dual-knife-wielder obsolete.  Off-hand Weapons Training did that by being a crap stunt.
In comparison to a straight +2 for every usage of the weapon, yes.

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So far as the wielder of a single small blade can keep up with the wielder of a single large blade, the wielder of two small blades using a stunt to gain benefit from the second blade should be able to keep up with the wielder of a single large blade using a stunt to benefit their (here left undefined) fighting style.
And why should that fighting style be represented by a flat +2 to all swings (no fighting style is going to put all power into every attack without sacrificing something like accuracy or defense), and not something particular to the style like a boost to defense in certain situations, or better accuracy in certain situations, or better maneuvers in certain situations?

The thing I find missing from the broad +2 stress booster is that it applies all the time, and I don't think "when using their main weapon" is a sufficient restriction for so much of an advantage. It might be good enough for a +1 to stress, but it seems stretching the rules at best to give it +2.

Wouldn't a fighting style be better described with the situations or types of attacks that grant the extra stress, rather than having every single swing getting the same benefit?

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Off-hand Weapons Training utterly fails in this task, but that does not mean that other weapons stunts must be brought down to its level.
Yes, it fails in comparison to a too-broad stunt delivering a too-strong bonus.

Put it this way: In the absence of the broadly-applicable +2 stress stunt, you've got dual-wielded knives at Weapon:2 vs. a single broadsword at Weapon:3. With the stunt, then you've got Weapon:2 knives vs. a single Weapon:5 broadsword. One stunt with reasonable limits is inferior compared with a stunt with broad application and the maximum benefit from a stunt.

I mean, the stunt guidelines are pretty clear: Either a +2 bonus for a narrow usage of the skill, or a +1 bonus to a broad usage of a skill. Weapon Specialization is a +2 bonus to the a broad application of the Weapons skill's main usage.
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 25, 2012, 08:01:13 PM
The problem with two weapon fighting is it makes duel wielding great-swords twice as effective as duel wielding daggers, ok you can argue you can't do that without strength but strength is the one power that any supernatural fighter would have. So all you do is weaken pure mortal fighter more than supernatural.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 25, 2012, 08:11:56 PM
It seems to me a lot of people forget that mortals aren't supposed to be as powerful as supernaturals. It's built right into the system that supernatural powers are, point for point, considerably more potent than stunts.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 25, 2012, 08:32:34 PM
In comparison to a straight +2 for every usage of the weapon, yes.

This is a matter of personal preference and interpretation in your homebrew stunts.

And why should that fighting style be represented by a flat +2 to all swings (no fighting style is going to put all power into every attack without sacrificing something like accuracy or defense), and not something particular to the style like a boost to defense in certain situations, or better accuracy in certain situations, or better maneuvers in certain situations?
Off-hand weapons training is not going to compare favourably to any of those proposed stunts, either, except in the cases where it trounces them thoroughly (see above re: bad stunt design).

The thing I find missing from the broad +2 stress booster is that it applies all the time, and I don't think "when using their main weapon" is a sufficient restriction for so much of an advantage. It might be good enough for a +1 to stress, but it seems stretching the rules at best to give it +2.
That's your interpretation and your preference in your homebrew stunts, and that's fine.  Off-hand weapons training will still compare erratically to more restrictive +2 stress stunts.

Put it this way: In the absence of the broadly-applicable +2 stress stunt, you've got dual-wielded knives at Weapon:2 vs. a single broadsword at Weapon:3. With the stunt, then you've got Weapon:2 knives vs. a single Weapon:5 broadsword. One stunt with reasonable limits is inferior compared with a stunt with broad application and the maximum benefit from a stunt.
No, in the absence of a +2 stress stunt, you've got a character using a sub-par weapons choice benefiting from a stunt that partially compensates them going up against a character using a comparatively optimal weapons choice who has been assumed not to have any stunt at all.  This is a horrible comparison.
If you want to make a fair comparison, include a stunt for the swordsman that you would deem reasonable (and that you have not selected with the apparent intent to skew the results as with the case of leaving out any stunt at all).


I mean, the stunt guidelines are pretty clear: Either a +2 bonus for a narrow usage of the skill, or a +1 bonus to a broad usage of a skill. Weapon Specialization is a +2 bonus to the a broad application of the Weapons skill's main usage.
That's a valid interpretation, and I might be inclined to agree with you.  It does not, however, change the erratic nature of Off-hand weapons training's comparison to more conventional stunts.


It seems to me a lot of people forget that mortals aren't supposed to be as powerful as supernaturals. It's built right into the system that supernatural powers are, point for point, considerably more potent than stunts.

And that is properly represented by Inhuman+ Strength itself being superior to comparable stunts.  Not by having Inhuman+ Strength stack multiplicatively with weapons stress stunts.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 25, 2012, 09:08:45 PM
Off-hand weapons training is not going to compare favourably to any of those proposed stunts, either, except in the cases where it trounces them thoroughly (see above re: bad stunt design).
Stunts are supposed to be situational. Though I might be misunderstanding what you mean here.

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That's your interpretation and your preference in your homebrew stunts, and that's fine.  Off-hand weapons training will still compare erratically to more restrictive +2 stress stunts.
Erratically, yes, which means sometimes good, sometimes bad--it's a stunt that not everyone will want to take, which is fine. A stunt shouldn't necessarily be something that fits every character.

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No, in the absence of a +2 stress stunt, you've got a character using a sub-par weapons choice benefiting from a stunt that partially compensates them going up against a character using a comparatively optimal weapons choice who has been assumed not to have any stunt at all.  This is a horrible comparison.
If you want to make a fair comparison, include a stunt for the swordsman that you would deem reasonable (and that you have not selected with the apparent intent to skew the results as with the case of leaving out any stunt at all).
Fair enough. I was comparing it weapon-style to weapon-style. I'd say, all other stats being equal, maybe the broadsword user has a +2 to stress, at the cost of a -1 penalty to defense when he attacks. That would be a reasonable stress-adding stunt that gives him an advantage in power at the cost of something that potentially lets a knife-wielder hold his own (especially if you apply that penalty to defenses against maneuvers as well).

And a dual-wielding knife user might not have the damage output of even a stuntless broad sworder, but damage isn't all that makes something "optimal." The knife user is going to be able to get his knives into a lot more places than someone with a broad sword, for instance, which is the advantage of low-stress weapons.

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That's a valid interpretation, and I might be inclined to agree with you.  It does not, however, change the erratic nature of Off-hand weapons training's comparison to more conventional stunts.
Nowhere does it say a stunt has to benefit everyone equally. A stunt like Takes One To Know One compares unfavorably to a straight boost to Empathy if it's close in value to the Deceit skill.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 25, 2012, 09:27:05 PM
Someone who dual-wields knives should be able to keep up with someone wielding a Weapon:3 broadsword
Well, not if we're rooting our games in real world capabilities. 

We seem to have strayed a long ways from Social combat though...
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 25, 2012, 10:56:07 PM
Stunts are supposed to be situational. Though I might be misunderstanding what you mean here.
You are.  Most of the time OHWT it crap.  Sometimes it is better than a power.  Sometimes, with favourable interpretations of vague portions of other rules, it is better than a power that actually costs more.

Erratically, yes, which means sometimes good, sometimes bad--it's a stunt that not everyone will want to take, which is fine. A stunt shouldn't necessarily be something that fits every character.
No, erratically meaning that for some characters who would plausibly use it it is a worthless piece of crap, and for others it is ungodly-powerful.

Fair enough. I was comparing it weapon-style to weapon-style. I'd say, all other stats being equal, maybe the broadsword user has a +2 to stress, at the cost of a -1 penalty to defense when he attacks.

Remember what I said about not tailoring the stunt to skew the results?
That's what this is:
at the cost of something that potentially lets a knife-wielder hold his own



And a dual-wielding knife user might not have the damage output of even a stuntless broad sworder, but damage isn't all that makes something "optimal." The knife user is going to be able to get his knives into a lot more places than someone with a broad sword, for instance, which is the advantage of low-stress weapons.
That's a compel against the swordsman, and not particularly relevant to this discussion.

Nowhere does it say a stunt has to benefit everyone equally. A stunt like Takes One To Know One compares unfavorably to a straight boost to Empathy if it's close in value to the Deceit skill.
I don't see anyone on here disputing that.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 26, 2012, 12:21:04 AM
Mr. Death, if you're trying to say that "a specific weapon" is not a sufficient restriction for a stunt, then I can respect that.

But if you're trying to say that Weapons stunts should not add to stress inflicted for some reason, then your statements make little sense.

Amusingly, a guy who uses two knives with Off-Hand Weapon Training will actually get more mileage out of a broadsword than he will out of his knives. If he took a non-stupid stunt, that would not be the case.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 26, 2012, 01:35:22 AM
Mr. Death, if you're trying to say that "a specific weapon" is not a sufficient restriction for a stunt, then I can respect that.

But if you're trying to say that Weapons stunts should not add to stress inflicted for some reason, then your statements make little sense.
I've said several times that I'm fine with stunts adding stress. My problem with the Weapon Specialization ones is, once again, that I feel it's too big of a boost for too broad of a usage, too much advantage for not enough drawback.

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Amusingly, a guy who uses two knives with Off-Hand Weapon Training will actually get more mileage out of a broadsword than he will out of his knives. If he took a non-stupid stunt, that would not be the case.
Well, ideally, said knife user would have other stunts to help with defense and making maneuvers--stuff based around disarming, maybe, or boosting defense because you can parry quicker, I don't know. Stuff that you could create and then tag to make up for the relatively-weak power of the weapons themselves.

Remember what I said about not tailoring the stunt to skew the results?
That's what this is:
You asked for what I thought would be a reasonable stunt. I was just extrapolating one of the effects of said stunt. It's no more "skewed" than the canon Berserker stunt.

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That's a compel against the swordsman, and not particularly relevant to this discussion.
It's a compel that the knife-wielder won't necessarily get, at least as often. It was me pointing out that, as I said, "optimal" doesn't just mean "what has the bigger numbers."
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 26, 2012, 01:39:02 AM
I've said several times that I'm fine with stunts adding stress. My problem with the Weapon Specialization ones is, once again, that I feel it's too big of a boost for too broad of a usage, too much advantage for not enough drawback.
Well, ideally, said knife user would have other stunts to help with defense and making maneuvers--stuff based around disarming, maybe, or boosting defense because you can parry quicker, I don't know. Stuff that you could create and then tag to make up for the relatively-weak power of the weapons themselves.

Any stunt you could have wielding a pair of daggers you could also have for a pair of katana's or a claymore.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 26, 2012, 01:39:50 AM
A stunt still has to make sense. I'd trust in the GM to say, "No, wielding two huge swords that weigh a lot doesn't mean you can parry faster and easier."
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 26, 2012, 01:43:57 AM
Swirling Dervish (Weapons) (pre-req two weapon fighting) your amazing strength allows you to wield two great swords like they were made out of cardboard, allowing you to create swirling wall of steel between you and your enemies. +2 to weapons parrying when duel wielding large swords. 

Justification Large swords have a bigger area so when wield with the speed of daggers are pretty effective at parrying (basically a strength power based stunt).
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 26, 2012, 01:48:27 AM
Again: The GM would have the discretion to say, "No, you can't wield two giant swords as fast as if they were knives, and parrying doesn't work that way."
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 26, 2012, 01:57:50 AM
Strength Power pretty much means you can move heavier stuff faster, as your weight is not upgraded the only way inhuman strength is going to add to damage is by increasing the speed of the blade (force = mass x acceleration), fist etc. It also why I argue that strength should modify melee combat faster swords are harder to block.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 26, 2012, 01:59:03 AM
But not necessarily more accurate. Accuracy, which the attack roll is, is skill, not strength.
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 26, 2012, 02:03:43 AM
A Blow with the same amount of skill but more speed and force is going to be both harder to block and harder to dodge (have to react quicker to the blow) as there are no penalty system besides bonuses to the opposing side this is the same as + accuracy. But on the other hand we should get back to social combat.
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 26, 2012, 02:20:16 AM
Strength Power pretty much means you can move heavier stuff faster, as your weight is not upgraded the only way inhuman strength is going to add to damage is by increasing the speed of the blade (force = mass x acceleration), fist etc. It also why I argue that strength should modify melee combat faster swords are harder to block.
A Blow with the same amount of skill but more speed and force is going to be both harder to block and harder to dodge (have to react quicker to the blow) as there are no penalty system besides bonuses to the opposing side this is the same as + accuracy.

This really isn't how muscle power works.  Those body builders who can lift 500lb weights over their heads do not, in fact, throw a baseball faster or harder than the major league pitcher, and the pitcher will not likely be able to lift the 500lb weights.
Muscle power (ie. Strength) is a far more complicated system than simply f=ma
(click to show/hide)
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 26, 2012, 02:31:49 AM
I've said several times that I'm fine with stunts adding stress. My problem with the Weapon Specialization ones is, once again, that I feel it's too big of a boost for too broad of a usage, too much advantage for not enough drawback.

I can't help but feel you're deliberately being vague here. Tell me, what do you think of the following stunts?

Defeat Armour: You are a master of finding weak spots in a coat of armour. All of your attacks with the Weapons skill ignore two points worth of worn armour.
Mounted Combat: You know how to fight from atop a horse. Add one to your Weapons skill when using it to attack while riding an animal.

I'd rather wait to address the other problems with your posts until you've answered this.
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 26, 2012, 02:36:42 AM
This really isn't how muscle power works.  Those body builders who can lift 500lb weights over their heads do not, in fact, throw a baseball faster or harder than the major league pitcher, and the pitcher will not likely be able to lift the 500lb weights.
Muscle power (ie. Strength) is a far more complicated system than simply f=ma
(click to show/hide)

The joke I like as my science knowledge is high school level I will bow to your greater knowledge, though in the case of strength power greater strength actually means faster balls as thrown weapon also get the same damage bonus.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 29, 2012, 03:04:02 PM
I can't help but feel you're deliberately being vague here.
I'm not trying to be. A few posts ago, you said you could respect it if I was saying that "a specific weapon" is not a sufficient restriction for a stunt, and I was clarifying that that I was saying I don't think it's sufficient restriction for a +2 stress stunt. It may be sufficient restriction for other, less powerful stunts.

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Tell me, what do you think of the following stunts?

Defeat Armour: You are a master of finding weak spots in a coat of armour. All of your attacks with the Weapons skill ignore two points worth of worn armour.
Mounted Combat: You know how to fight from atop a horse. Add one to your Weapons skill when using it to attack while riding an animal.

I'd rather wait to address the other problems with your posts until you've answered this.
I don't have any problems with either of those stunts. They're fairly specific, and logical strengths that someone might have (that first one would be ideal for a knife user/assassin type, for instance).
Title: Re: A House Rule For Social Combat
Post by: sinker on May 29, 2012, 05:45:22 PM
The problem with comparing OHWT with a +2 stress stunt is that you're comparing apples to oranges. A better comparison would be a broadsword user with a +2 to broadswords and a knife user with a +2 to knives (or even a +2 with two knives). :P

I can kinda see where you're coming from with availability, Death. Taking that Mounted Combat stunt for example, how often can you have a horse? Most certainly never inside, and it will often be problematic outside. In comparison, how often can you have a knife? Almost always. It doesn't seem like they should provide the same bonus (and I'm aware that they technically don't, but the stunt creation rules equates +1 accuracy to +2 stress).
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 29, 2012, 08:03:04 PM
Taking that Mounted Combat stunt for example, how often can you have a horse? Most certainly never inside, and it will often be problematic outside.
Now I'm getting funny ideas about the Pixie PC in one of my games.

Za Lord cavalry, perhaps?
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 30, 2012, 03:01:33 AM
Defeat Armour: You are a master of finding weak spots in a coat of armour. All of your attacks with the Weapons skill ignore two points worth of worn armour.

I'd change that to be "All your attacks with piercing weapons", for added complications (and realism).
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 30, 2012, 04:13:19 AM
I'd change that to be "All your attacks with piercing weapons", for added complications (and realism).

And yet bludgeoning implements were used to great effect in the final stages of the medieval arms race because their effectiveness was so much less diminished by the wearing of armour as compared to slashing, chopping, and even much piercing, weaponry.

More to the point, neither 'added complications' nor '[added] realism' are legitimate goals in their own right when designing stunts in this system.
Reaching a minimum level of 'complication' or 'realism' are legitimate goals in their own right, but simply more of either is not.  You'd first have to reasonable establish that either of those facets of a stunt falls short before advancing it becomes a legitimate goal.
Title: Re: A House Rule For Social Combat
Post by: CottbusFiles on May 30, 2012, 05:59:22 AM
Now I'm getting funny ideas about the Pixie PC in one of my games.

Za Lord cavalry, perhaps?

But wouldn't you have to take Diminuitive Size for this?
Title: Re: A House Rule For Social Combat
Post by: Jimmy on May 30, 2012, 11:07:36 PM
And yet bludgeoning implements were used to great effect in the final stages of the medieval arms race because their effectiveness was so much less diminished by the wearing of armour as compared to slashing, chopping, and even much piercing, weaponry.

True dat, I stand corrected. It could still be enforced, though,  to make it be only one weapon type that you're effective or proficient enough with. Such as Bludgeoning Armour Buster, or Dagger Wielding Armour Poker. Representing enough training or experience with the weapon to be able to gain the benefits of armour penetration. It'd have be up to the group I suppose.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 31, 2012, 12:52:45 AM
I don't have any problems with either of those stunts.

So you've reconsidered your previous statement that

(And honestly I'm iffy on the whole notion of stress-adding stunts for Weapons in the first place, but that's neither here nor there.)

?

I'm not trying to be. A few posts ago, you said you could respect it if I was saying that "a specific weapon" is not a sufficient restriction for a stunt, and I was clarifying that that I was saying I don't think it's sufficient restriction for a +2 stress stunt. It may be sufficient restriction for other, less powerful stunts.

Are you saying that +2 stress is, in physical combat, better than +2 defence or +1 accuracy?

PS: Some characters will want to use the ranged capabilities of Weapons. Such characters will be meaningfully limited by weapon specialization stunts, but not by Mounted Combat. Unfortunately, Mounted Combat is very game-specific?
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 31, 2012, 01:27:27 AM
So you've reconsidered your previous statement that

?
More that I spoke far too generally when I said it the first time. Apologies for being unclear.

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Are you saying that +2 stress is, in physical combat, better than +2 defence or +1 accuracy?
I'm saying it's too big a benefit with the restrictions attached to it. It makes it so that there's no reason for any weapons-using character not to take it. I'd be very wary about a player giving himself what amounts to a permanent +2 to defense or a permanent +1 to accuracy as well.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 31, 2012, 01:56:19 AM
Please.

Answer the following question directly.

Do you believe that +2 stress is, in physical combat, better than +1 accuracy or +2 defence?
Title: Re: A House Rule For Social Combat
Post by: Tedronai on May 31, 2012, 02:06:29 AM
I'd be very wary about a player giving himself what amounts to a permanent +2 to defense or a permanent +1 to accuracy as well.

You must really hate casters, then, who can relatively easily give themselves 'permanent' bonuses to accuracy and damage in excess of +5 each.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 31, 2012, 02:23:47 AM
Please.

Answer the following question directly.
Do you realize how fallacious this type of faux debate is?  Asking leading questions simply to set someone up in a false dilemma is annoying at best. 

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Do you believe that +2 stress is, in physical combat, better than +1 accuracy or +2 defence?
Whichever I need at the time is 'best'.  ;)

Seriously.  Each of the above is relative to the character / situation.  If my accuracy is low I want any bonus I can get.  If it's high I'd far rather have the stress bonus.  And if it will stop me from getting injured, defense is best. 

That's part of why I like the situational stunts - they're interesting beyond simple numbers.  They also drive actions...you want to set up the situations which reward.
Title: Re: A House Rule For Social Combat
Post by: ways and means on May 31, 2012, 02:29:14 AM
You must really hate casters, then, who can relatively easily give themselves 'permanent' bonuses to accuracy and damage in excess of +5 each.

There the only thing in the game that get to freely stack (unless you count the evolving physical powers) which makes them pretty overpowered compared to everything else, not something to be balanced against.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 31, 2012, 02:32:50 AM
Do you realize how fallacious this type of faux debate is?  Asking leading questions simply to set someone up in a false dilemma is annoying at best.

I'm not trying to set up a false dilemma. I just want to know what the heck Mr. Death is trying to say.

He seems to regard Weapon Specialization as more problematic than Weapon Focus or Weapon Mastery. I'm trying to work out why.
 
Whichever I need at the time is 'best'.  ;)

Seriously.  Each of the above is relative to the character / situation.  If my accuracy is low I want any bonus I can get.  If it's high I'd far rather have the stress bonus.  And if it will stop me from getting injured, defense is best. 

That's part of why I like the situational stunts - they're interesting beyond simple numbers.  They also drive actions...you want to set up the situations which reward.

I generally agree.

But I think Mr. Death might not, given his earlier comments.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on May 31, 2012, 02:50:12 AM
I'm not trying to set up a false dilemma. I just want to know what the heck Mr. Death is trying to say.
Understandable, but anytime someone wants a specific type of answer to a question with broad implications there's potential for a false dilemma. 

All that said, are we still on the subject of social combat?  Seem to be straying into stunt design.  Doesn't matter too much I suppose, but I was interested in what people thought of your original question...and in other ideas for dealing with it.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 31, 2012, 04:24:03 AM
Nobody seemed to be talking about the topic I started this thread to discuss, so I decided not to fight the derails.

Feel free to try and re-rail, especially if you have a good way to avoid one of the two big problems that came up in discussion.

(Which are the narrative mechanics that have leaked in here and the possible difficulty of determining weapon ratings on the fly.)
Title: Re: A House Rule For Social Combat
Post by: sinker on May 31, 2012, 02:27:07 PM
I still think it's worth noting that the game designers felt that "Social Attacks" are enough of a restriction to double the power of social stunts, especially since it bypasses your zero-sum attack problem.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 31, 2012, 03:54:34 PM
You must really hate casters, then, who can relatively easily give themselves 'permanent' bonuses to accuracy and damage in excess of +5 each.
Not really. A caster needs at least 2 or 3 refresh spent already before they can get to that point, and pay the price in stress whether their attack hits the mark or not. Plus, as I've said before, I'm of the opinion that casters are supposed to be able to do more damage than a vanilla mortal.

I'm not trying to set up a false dilemma. I just want to know what the heck Mr. Death is trying to say.

He seems to regard Weapon Specialization as more problematic than Weapon Focus or Weapon Mastery. I'm trying to work out why.
Ah, I see now. It's not that I think one is more problematic than the others so much as I simply wasn't thinking of the others. Just because I'm focusing on one doesn't mean I approve of the others--it just means I'm only talking about the one.
 
For the record, though, I see the same problems with those as I see with a flat bonus to stress: Too strong of a benefit with the given conditions. If the conditions are "when the PC is wielding the weapon he's built around," that means the stunt is going to come into play the vast majority of rolls, so it should have a weaker effect. Hell, the only direct-defense boosting stunt I can think of offhand is Duelist, which is only a +1 to Weapons defenses, and it still has more of a condition than wielding a given weapon.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 31, 2012, 07:20:49 PM
I still think it's worth noting that the game designers felt that "Social Attacks" are enough of a restriction to double the power of social stunts, especially since it bypasses your zero-sum attack problem.

I don't think they did.

I think they just screwed up. There's nothing in the actual rules that suggests social stunts are doubly powerful. The only way to arrive at that conclusion is to extrapolate from the examples given.

If they wanted to make social stunts an exception from the normal stunt rules, don't you think they'd say so?

Ah, I see now. It's not that I think one is more problematic than the others so much as I simply wasn't thinking of the others. Just because I'm focusing on one doesn't mean I approve of the others--it just means I'm only talking about the one.
 
For the record, though, I see the same problems with those as I see with a flat bonus to stress: Too strong of a benefit with the given conditions. If the conditions are "when the PC is wielding the weapon he's built around," that means the stunt is going to come into play the vast majority of rolls, so it should have a weaker effect. Hell, the only direct-defense boosting stunt I can think of offhand is Duelist, which is only a +1 to Weapons defenses, and it still has more of a condition than wielding a given weapon.

So your problem actually has nothing to do with +2 stress stunts and everything to do with stunts that reward specializing in a specific weapon?

PS: Duelist doesn't actually boost defences. It boosts blocks. It's also fairly worthless, though it has a niche application in when you and your buddies are ganging up on a dude. Which is not what you'd expect from a stunt called Duelist.
PPS: There's a fairly silly stunt in OW called Way Of The AK that gives +1 to accuracy with every gun of Russian manufacture. I'd hate to use it as precedent, though, since like much of OW it's clearly not very well-balanced.
Title: Re: A House Rule For Social Combat
Post by: sinker on May 31, 2012, 07:49:32 PM
I don't think they did.

I think they just screwed up. There's nothing in the actual rules that suggests social stunts are doubly powerful. The only way to arrive at that conclusion is to extrapolate from the examples given.

If they wanted to make social stunts an exception from the normal stunt rules, don't you think they'd say so?

A lot of what we've heard from Fred in the way of rules explanation is that they expected us to extrapolate from the examples given. If every social attack stunt in the book has twice the power, is it not reasonable to assume that social attacks are in and of themselves narrow enough restrictions to justify it?
Title: Re: A House Rule For Social Combat
Post by: wyvern on May 31, 2012, 08:08:13 PM
So your problem actually has nothing to do with +2 stress stunts and everything to do with stunts that reward specializing in a specific weapon?

That's not how I'd read that - I don't think he dislikes the notion of rewarding specialization, just that he thinks it's not on its own enough justification for a maximum-normal-power stunt.  So, for example, I think he'd probably be ok with a stunt like:

Hammer Blows: deal an extra +2 stress on a hit, when wielding a two-handed war hammer, in a situation where you have plenty of room to swing your weapon unimpeded - this last condition may require (or be countered by) appropriate declarations or maneuvers, such as "paper walls" (to get room to swing in the otherwise tight corridors of a japanese style palace), or "knife-fighting range" (as an example of a maneuver someone else could try to use to counteract this stunt.)
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 31, 2012, 08:49:33 PM
So your problem actually has nothing to do with +2 stress stunts and everything to do with stunts that reward specializing in a specific weapon?

No, that's not at all what I was saying.

Too strong of a benefit with the given conditions. If the conditions are "when the PC is wielding the weapon he's built around," that means the stunt is going to come into play the vast majority of rolls, so it should have a weaker effect.

Wyvern is right--I thought I made it clear my issue was with the strength of the effect for the lack of substantial restriction, not just that I didn't think that particular condition should have any stunts. I didn't say specializing in a weapon shouldn't be the basis for any stunts.

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PS: Duelist doesn't actually boost defences. It boosts blocks. It's also fairly worthless, though it has a niche application in when you and your buddies are ganging up on a dude. Which is not what you'd expect from a stunt called Duelist.
I'll have to check, but I seem to remember the Notes section on Shiro's write-up including it when talking about his defenses. And even if it doesn't, honestly, I think your interpretation is the result of being far too literal. When in doubt, go with the option that makes sense.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 31, 2012, 08:51:59 PM
@sinker: When the rules don't apply, you extrapolate from the examples. When the rules are directly contradicted by the examples, you've got a Problem.

It seems totally improbable to me that anyone would intentionally write an exception into the rules without telling anyone. Rulebooks are not supposed to test their readers; being easy to understand is a good thing.

@wyvern: Yeah, that's what I meant.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on May 31, 2012, 08:55:17 PM
Shiro's writeup does not tell you what his defences are like.

And a stunt that gives +1 to blocks against a single foe makes plenty of sense. It just sucks. But it doesn't suck more than, say, Killer Blow.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on May 31, 2012, 09:00:35 PM
But a +1 to defense against a single opponent makes more sense.

And what exactly is your problem with Killer Blow? +3 stacked on top of whatever other damage bonuses you have (like Lethal Weapon or a Strength power) seems like a pretty alright deal to me.

More on topic, I think part of the reason social stunts might be higher power is because they expected physical conflict to be much more prominent, and therefore those skills would end up on the top of the heap, while social skills would be lower on the totem pole.
Title: Re: A House Rule For Social Combat
Post by: wyvern on May 31, 2012, 10:30:04 PM
And what exactly is your problem with Killer Blow? +3 stacked on top of whatever other damage bonuses you have (like Lethal Weapon or a Strength power) seems like a pretty alright deal to me.

The problem with Killer Blow is that, in most circumstances, you're better off not taking the stunt.  With the stunt, you can spend a fate point for +3 shifts on a hit.  Without the stunt, you can spend a fate point for +2 accuracy - and then, because you have one fewer stunts, spend another fate point for another +2 accuracy, for a total of +4 accuracy instead of +3 weapon rating.  (Now, you can contrive circumstances where it's better to have it than not, generally involving large piles of fate points and limited available aspects to tag.  But it's usually a bad choice.)
Title: Re: A House Rule For Social Combat
Post by: Tedronai on June 01, 2012, 04:02:39 AM
Killer Blow is a +1 to stress inflicted by an already successful Fists attack, once per scene, when you're already spending a FP.  At most.  Sometimes, spending the FP on Killer Blow will actually be WORSE than just spending a FP normally on an existing aspect to gain a reroll (which can, theoretically, produce as much as a +8 accuracy bonus relative to the original roll).
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on June 01, 2012, 07:57:28 PM
But a +1 to defense against a single opponent makes more sense.

I actually agree. But the rules are written clearly, and they work. Assuming they mean something other than what they say would be pretty weird.

More on topic, I think part of the reason social stunts might be higher power is because they expected physical conflict to be much more prominent, and therefore those skills would end up on the top of the heap, while social skills would be lower on the totem pole.

I doubt this very much.

First, because writing a deliberately-unbalanced skill system and then patching it with stunts is just silly. Why not write a balanced system? It's not as if they're incapable; in fact, I think they did it.

Second, because nobody sane puts secret rules into an RPG and then doesn't tell the players about them. That's just nuts.

What we're looking at here is obviously an error of some kind. If I had to guess what kind, I'd say that the stunts and the stunt rules were written by different people and changed during the writing process, with imperfect communication.

PS: The problems with Killer Blow have pretty much been covered.
PPS: If your objection is to weapon specialization stunts, then your argument is actually sane.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on June 01, 2012, 08:10:22 PM
PPS: If your objection is to weapon specialization stunts, then your argument is actually sane.
Are you saying that my arguments up to now have been insane? I don't really see how.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on June 01, 2012, 08:14:22 PM
First, because writing a deliberately-unbalanced skill system and then patching it with stunts is just silly. Why not write a balanced system? It's not as if they're incapable; in fact, I think they did it.
Have to disagree with this.  I don't think balance was a primary goal.  A secondary goal perhaps, but very much secondary to maintaining Dresden flavor.

I think they did a good job.  It kept most of the Dresdenverse flavor and set spellcasting up as the preeminent power.  Pretty much as shown in the books.

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Second, because nobody sane puts secret rules into an RPG and then doesn't tell the players about them. That's just nuts.
Hehe, you do realize one of the D&D 3.x designers stated this as a goal, right?  He stated it after the fact, so it may have been more justification than goal, but it was a "feature".

That said, I agree with Sanctaphrax & Tedronai on the relative value of some of the stunts. 
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on June 01, 2012, 08:24:16 PM
Are you saying that my arguments up to now have been insane? I don't really see how.

No, they were sane. But if your motivations had been different, they'd have been crazy.

Have to disagree with this.  I don't think balance was a primary goal.  A secondary goal perhaps, but very much secondary to maintaining Dresden flavor.

But balance costs nothing. It's not like you lose any flavour by having a balanced skill system.

Hehe, you do realize one of the D&D 3.x designers stated this as a goal, right?  He stated it after the fact, so it may have been more justification than goal, but it was a "feature".

That's not true, assuming you're talking about this (http://www.montecook.com/cgi-bin/page.cgi?mc_los_142). They were aiming at secret interactions and optimization theories that could only be unveiled through system mastery. Secret rules would have been something like

"You know how it says Toughness gives +3 hp? That's a lie. It actually gives +10. If you look at the hp totals of monsters that have Toughness and calculate backwards, it becomes obvious.

If you make Toughness do what Toughness says it does, you're not playing according to the rules as written. Which is fine, you know, but we take no responsibility for the balance of your houserules."

which is obviously nuts.
Title: Re: A House Rule For Social Combat
Post by: Becq on June 01, 2012, 08:26:12 PM
An aside from the currently dominant derail:

While I'm not going to claim that Killer Blow is a great, or even a good power, I think you're missing an unspoken benefit to the power, in that it allows you to spend a Fate point to boost an attack without invoking an aspect.  For example, if you only had one aspect that could reasonably be invoked for a particular attack, a character without Killer Blow would be limited to spending a single Fate point to invoke the aspect for a +2 to the attack roll.  A character with Killer Blow would be able to spend the same Fate point to invoke the aspect, and if the attack succeeded, could spend a second Fate point to gain +3 stress.

I guess they basically decided that the "virtual aspect" was worth a shift, reducing the effective bonus to +1 stress.  But yes, it's still a very weak stunt.
Title: Re: A House Rule For Social Combat
Post by: wyvern on June 01, 2012, 09:16:26 PM
While I'm not going to claim that Killer Blow is a great, or even a good power, I think you're missing an unspoken benefit to the power, in that it allows you to spend a Fate point to boost an attack without invoking an aspect.

Nope, didn't miss that.  I just don't buy it as something that's relevant - if you're invested enough in combat ability to spend a refresh on a stunt like Killer Blow, you should have a decent supply of relevant aspects.  Worst case scenario, spend a fate point to declare some environmental advantage and use the free tag off of that; unless you've already burned 3+ fate points on your attack, there should be no problem with that.
Title: Re: A House Rule For Social Combat
Post by: Mr. Death on June 01, 2012, 09:22:00 PM
I dunno about you, but I like to spread out aspects to be applicable to different things--after all, a character should be about more than just what they do in a fight.

And I do see stunts as being useful to balance out a deficient skill. They're not just for pushing an already high roll up past the cap, but also for helping to make a character good at something when they don't have the available skill points for whatever reason.
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on June 01, 2012, 09:24:53 PM
But balance costs nothing.
Not true actually.  If a werewolf had the same power as a prepared wizard, it wouldn't be true to the books.  That's only one example of many.

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That's not true, assuming you're talking about this (http://www.montecook.com/cgi-bin/page.cgi?mc_los_142). They were aiming at secret interactions and optimization theories that could only be unveiled through system mastery. Secret rules would have been something like

"You know how it says Toughness gives +3 hp? That's a lie. It actually gives +10. If you look at the hp totals of monsters that have Toughness and calculate backwards, it becomes obvious.
I think you're conflating 'secrecy' with 'deception'.  They're not the same thing.

While I'm not going to claim that Killer Blow is a great, or even a good power, I think you're missing an unspoken benefit to the power, in that it allows you to spend a Fate point to boost an attack without invoking an aspect
Even if you don't have any relevant aspects on your character sheet, declarations are easy.  In fact, since we're spending a fate point, the declaration wouldn't even need to be rolled for if crafted appropriately.  Besides, all the other possible aspect sources are also in play - opponent, consequences, maneuver, scene, city, etc.
Title: Re: A House Rule For Social Combat
Post by: sinker on June 01, 2012, 09:28:54 PM
@Sancta: It's not a secret rule or anything. The stunt creation rules clearly state that if the situation is restricted enough, then one may increase the benefit beyond two shifts (or one shift of accuracy). If the rules say that, and then all stunts of a specific type have an increased benefit, then it's logical to assume that the developers considered that restrictive enough. Much more so than assuming a mistake was made many times, but only in that specific circumstance, and not in any other conflict stunt.
Title: Re: A House Rule For Social Combat
Post by: wyvern on June 01, 2012, 10:28:55 PM
I dunno about you, but I like to spread out aspects to be applicable to different things--after all, a character should be about more than just what they do in a fight.

Oh, absolutely - but, by the same token, each individual aspect should *also* be usable in multiple situations.  Sure, if your aspects are "boxing gloves of doom" and "sharp left hook" and the like, that's poor design - that should all be one aspect.  But you might have "mighty boxer" (taggable as how you fight) and a trouble aspect of "heart of gold" (why you fight) and, say "horror film nut" (for being able to fight calmly against an obvious monster like a RCV, or for trying ridiculous stunts with a "well, it worked in the movies!" quip) - that's three very different aspects, two of them mostly non-combat, all of which can be - in some circumstances - tagged for straight up combat bonuses.
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on June 02, 2012, 01:46:46 AM
Not true actually.  If a werewolf had the same power as a prepared wizard, it wouldn't be true to the books.

True, but not relevant. Werewolves are lower level characters than wizards, as a rule. Also, if one character can become stronger than another through preparation that's not a problem.

And power is a nebulous thing. Are White Court Vampires more powerful than mortals? Narratively, yes. Mechanically, it's the other way around (at least at normal levels of play) because FP are awesome.

It would be a problem if wizards were simply better than werewolves, but they aren't. Werewolves have significant advantages.

I guess they basically decided that the "virtual aspect" was worth a shift, reducing the effective bonus to +1 stress.  But yes, it's still a very weak stunt.

That actually makes sense. But a virtual aspect isn't worth a shift.

@Sancta: It's not a secret rule or anything. The stunt creation rules clearly state that if the situation is restricted enough, then one may increase the benefit beyond two shifts (or one shift of accuracy). If the rules say that, and then all stunts of a specific type have an increased benefit, then it's logical to assume that the developers considered that restrictive enough. Much more so than assuming a mistake was made many times, but only in that specific circumstance, and not in any other conflict stunt.

Actually the rules don't state that.

They say that non-attack stunts can be boosted to +3 or +4. There's no allowance for attack stunts beyond +1.

That could be an oversight, but it should be noted nonetheless.

The rules actually say "very, very, narrowly defined situations". "Whenever I'm trying to make someone angry" is not a very narrow situation at all.

In fact, it's arguably too broad for a non-attack +2. Bear in mind that the rules say stunts boost applications of trappings, not entire trappings.

Anyway, I'm not positing multiple mistakes here. Just one: the mistake of not making sure that the example stunt writers and the stunt rule writers were using the same rules. The example guys seem to have thought that social skills could get blanket +2s because the attack restriction was for physical attacks only. The rule writers clearly thought otherwise.

There's no way that this wasn't a mistake.

So since the book is contradictory, we have to decide for ourselves what we think is appropriate. In this case, I prefer to side with the rules against the examples. It's better for play, in my experience.
Title: Re: A House Rule For Social Combat
Post by: sinker on June 02, 2012, 03:12:53 AM
Actually the rules don't state that.

They say that non-attack stunts can be boosted to +3 or +4. There's no allowance for attack stunts beyond +1.

Ahh, you're right. I was remembering the rules as best I could as I had no copy at the time.

The rules actually say "very, very, narrowly defined situations". "Whenever I'm trying to make someone angry" is not a very narrow situation at all.

In fact, it's arguably too broad for a non-attack +2. Bear in mind that the rules say stunts boost applications of trappings, not entire trappings.

I would agree really, but I would also point out that it neatly solves your problem. Perhaps this came up in playtesting and they tried to fix it.

So since the book is contradictory, we have to decide for ourselves what we think is appropriate. In this case, I prefer to side with the rules against the examples. It's better for play, in my experience.

Wait a minute. In this case, you yourself are stating that the rules don't work. My assumption (that the +2 social attack stunts are intentional and should be used as examples of how to make social attack stunts moving forward) solves your problem (though it may add new problems, like are social stress stunts still worth double that of social attack stunts, and if not then how do social stress stunts remain competitive). How is siding with broken rules better for play?
Title: Re: A House Rule For Social Combat
Post by: UmbraLux on June 02, 2012, 03:23:55 AM
True, but not relevant. Werewolves are lower level characters than wizards, as a rule.
It is relevant when discussing character balance issues. 

Not sure what you mean by "lower level characters" - there are no character levels.  Unless you're equating "levels" with refresh spent...and, if you are, experience shows you're incorrect.  (In my experience, players tend to either spend all but one or two refresh or only spend one or two.  The game tends to disinsentivize a middle ground.)

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Also, if one character can become stronger than another through preparation that's not a problem.
Hmm, I could have phrased that better.  Put it this way, in direct conflict outside of an ambush or alpha strike scenario I suspect the caster will win at least seven of ten times.  Casters get many of the advantages of an alpha strike / ambush without the need to set up aspects in bunches.

Quote
And power is a nebulous thing. Are White Court Vampires more powerful than mortals? Narratively, yes. Mechanically, it's the other way around (at least at normal levels of play) because FP are awesome.
Have to disagree here...outside of an ambush scenario where the human can set up a bunch of aspects, a WCV will generally mop the floor with a human. 

Humans, or any character with lots of fate points, are dangerous in situations where they can set up an 'alpha strike' - an ambush or prepared situation in Fate terms.  If they're spending those fate points over time they'll run out.  Meanwhile, the WCV/shapechanger/changeling with strength/toughness/recovery/damage/mental powers will keep on using said powers.

Quote
It would be a problem if wizards were simply better than werewolves, but they aren't. Werewolves have significant advantages.
Not really sure where you're going with this...but it contradicts your stance on WCVs and humans.  After all, WCVs get just about everything werewolves do without having to change shape.  On top of that they get direct mental manipulation. 
Title: Re: A House Rule For Social Combat
Post by: Sanctaphrax on June 02, 2012, 06:39:19 AM
Wait a minute. In this case, you yourself are stating that the rules don't work. My assumption (that the +2 social attack stunts are intentional and should be used as examples of how to make social attack stunts moving forward) solves your problem (though it may add new problems, like are social stress stunts still worth double that of social attack stunts, and if not then how do social stress stunts remain competitive). How is siding with broken rules better for play?

Your interpretation doesn't make the rules work, it just makes them broken in a different direction.

The rules are contradictory. No interpretation can reconcile them. Attempting to do so is futile. My problem is insoluble, barring errata or a new edition.

So you have to make the rules for yourself. And my experience suggests that applying normal restrictions to social stunts leads to greater balance and fun. Perhaps your experience suggests differently, but that's beside the point.

Not sure what you mean by "lower level characters" - there are no character levels.  Unless you're equating "levels" with refresh spent...and, if you are, experience shows you're incorrect.  (In my experience, players tend to either spend all but one or two refresh or only spend one or two.  The game tends to disinsentivize a middle ground.)

Chest Deep, Feet In The Water, that's what I mean by levels. Your average werewolf is probably around Up To Your Waist. OW gives a generic werewolf 7 Refresh worth of Powers and 4 skills at Good.

Your average Wizard is Submerged, and has at least one Refinement. (Your Story says each Wizard should take Refinement at least once.)

So when you play a Submerged werewolf, you play an exceptionally skilled example of werewolfkind. When you play a Submerged wizard, you play an ordinary White Council member.

Hmm, I could have phrased that better.  Put it this way, in direct conflict outside of an ambush or alpha strike scenario I suspect the caster will win at least seven of ten times.  Casters get many of the advantages of an alpha strike / ambush without the need to set up aspects in bunches.

I would agree, actually. Werewolves get better mobility, endurance, and skill selection though, so it more or less balances out. Thaumaturgy's vague level of power makes it hard to judge properly, but choosing a werewolf over a wizard is at least defensible from an optimization perspective.

I'm not saying that werewolves are stronger, but I am saying that they aren't clearly weaker.

Have to disagree here...outside of an ambush scenario where the human can set up a bunch of aspects, a WCV will generally mop the floor with a human.

I don't think so. I'd be up for a playtesting fight.

Not really sure where you're going with this...but it contradicts your stance on WCVs and humans.  After all, WCVs get just about everything werewolves do without having to change shape.  On top of that they get direct mental manipulation.

The direct mental manipulation is a weakness, mechanically. It costs Refresh, and has nothing to do with your core competencies. Taking both Strength and Incite Emotion isn't really a good idea.

And changing shape is very powerful. Human Form is only mildly annoying (in my experience) and the Refresh bonus is well worth it, while Beast Change is just awesome.