Question: What happens when you make a mundane social roll and beat the enemy's resistance roll? How is that different from Benefit of the Doubt and God's Honest?
It's different because it doesn't actually do anything. And it's generally not something a player ever gets to declare, so it's usually not a viable alternative to actually doing things.
Obviously, you can't just wander around saying, "I roll Charisma + Presence against that guy. Now he likes me," because if that were the case, powers like Charmer wouldn't exist and the whole system of social knacks would make no sense (not to mention encouraging poor roleplaying). That's not to say that static social powers don't do anything, but rather that they're much more limited in their effects and controlled by the Storyteller, who determines how they influence NPCs based on what's happening in the story.
Basically, you'll roll your mundane socials when the Storyteller tells you it's appropriate; for example, maybe you give a speech at the mayor's fundraising ball and the Storyteller has you roll Charisma + Presence to see how well the room received it, or maybe you passionately explain your suspicions about who a murderer is to a police inspector and the Storyteller has you roll Manipulation + Presence to see how convincing she finds you. In both cases, the roll is there to determine whether or not your normal social acumen is getting the job done, in the first case whether you're a good public speaker with an arresting presence and the second whether you're any good at trying to make others see your point of view. You'll give your speech, or tell the Storyteller what you're doing, and that's when they'll say, "Cool, roll X," and you'll comply. This is normal, everyday stuff, the things that we all do in our regular lives without noticing it. It only comes up with you're doing something that tries to impact others and the Storyteller deems it's appropriate.
However, that doesn't mean that every time you talk to someone, you'll trigger a social roll. Sometimes one isn't necessary because you're not doing or saying anything that changes the other person's outlook; if the Storyteller doesn't think you said anything that would be meaningful to the NPC in question, or you're generally talking about nothing or without a specific goal, there's no reason to make the roll. If Leona goes to a dinner party and has a polite conversation with her tablemates about current hat fashions, she probably isn't going to actually roll any social stats, because she's not doing or saying anything particularly relevant. If she tries to talk about hat fashions with a milliner she's sitting next to as part of a campaign to get him to like her, then she might get to roll some Charisma + Politics or Empathy or whatever else is appropriate, so the Storyteller can gauge how successful she is at the general art of chattery. If she tries to convince him that he simply must drop everything else he's doing and make her new hat designs, that'll be a Manipulation + Empathy roll to see if he thinks that would be a good idea. If she just talks about how she likes the current trend of fruit on hats, however, no one is going to care enough for rolls to happen.
You may notice that I'm not mentioning anything about the NPC's resistance roll, and that's because, for non-power situations, they don't really have one so the question is moot. Or rather, the Storyteller determines an appropriate resistance based on what's happening - what the subject at hand is, how strongly this person feels about it, whether or not the Scion is pushing them in a direction they're strongly opposed to, how spiritually fortitudinous they normally are and so on. It's more like rolling against a static difficulty, the way you would for most other challenges, than rolling against a Willpower + Integrity + Legend roll. Why? Because you're not using any powers, so they're not resisting any powers, and because as noted at the beginning of this post that would make the whole system not make sense.
You may also notice that in the above example, Leona is not at any point saying, "Okay, I roll my Charisma + Presence to try to get him to like me." Instead, she'll tell the Storyteller what she's doing and what she hopes to achieve, and he'll take it from there. If she's doing fine on her own through roleplaying, no rolls may be needed at all. If the Storyteller isn't quite sure of the NPC's reaction one way or the other, he might ask her to roll to illustrate how well she's doing, particularly if she's light on the roleplay or the scene needs speeding up.
But she'll never walk in and say, "I want to roll my Manipulation + Empathy against him to get him to do this thing." Manipulation + Empathy is not a power she has; it's just a roll that illustrates an attempt to do something, just like she might roll Dexterity + Athletics when completing an obstacle course or Wits + Politics when trying to find her way around an unfamiliar city. Just like it's the ST's job to say, "Okay, roll Strength + Athletics to not get swept away in this flood," it's also his job to say, "Okay, roll Manipulation + Politics to navigate this conversation with the ambassador without putting your foot in your mouth."
Now, if Leona does all this normal conversating and hanging out and whatever rolls the Storyteller calls for just aren't great and the things she wants to happen aren't happening for whatever reason - the guy secretly loathes her because she ran over his dog, he wouldn't mind doing what she wants but isn't willing to fork over the money it would cost, or he just really hates fruit-hats - that's when she has to use a power if she wants to push the issue. That's the moment to use Charmer to force him to like her and want to please her, Rumor Mill to have the whole town buzzing about how fruit is totally in now, or Instant Hypnosis to plant the idea of going home and making an awesome hat covered in grapes. That's the whole point of social powers - they make things happen when normal, mundane conversation or requests don't.
Of course, there are exceptions, as there are to every rule. If you're Legend 8 and have 7 Epic Charisma and are talking to a mortal - or even someone of Legend 2 or 3 - you probably don't have to roll anything against them, and they just do whatever it was you wanted. This is mostly to speed the game up - technically you would roll, but if their difficulty is only going to be 10 and you're rolling in with 22 autos, there's no reason to bog the game down with a bunch of rolls that you're almost guaranteed to automatically succeed at. At other times, there might be behind-the-scenes powers in play that you don't know about that do necessitate resistance rolls on the part of your conversation partner, or that make your rolls fail no matter what you do; you won't know when this is happening, so you have to trust that your Storyteller is doing that because some other magical thing already happened, not just because he's stonewalling you. (One hopes you always trust that your Storyteller is being responsible about rolls, no matter whether they're social, physical or mental.)
It goes without saying that the "difficulty" of convincing someone with just normal conversation goes up as creatures go up in Legend; it's always harder to convince a rakshasa to do something for you than to convince a human, and harder still to convince a young god than it was to convince the rakshasa. This is normal; after all, you also benefit from that, as a Scion who doesn't have to automatically hop to whenever anyone of Epic Manipulation 3 or higher talks even though you might be five Legend higher than they are. Again, there are no powers in play so there are also no resistance rolls in play, and everything depends on the Storyteller's determined difficulties for the scene and the characters in it.
I talked about all of that because I think it was the main point of your question, but I also want to point out that your examples, Benefit of the Doubt and God's Honest, actually don't quite work the same way most social knacks do. Normally, lying to someone is a Manipulation + Empathy roll against their Perception + Empathy to see through it; that'll be what you're doing whenever you lie to someone without using a power to do so. The main benefit of the lying knacks is that they allow you to roll against your target's W+I+L resistance roll instead of their Perception + Empathy, so it's your go-to power if you need to fib to someone who would normally be way too perceptive to fall for your hijinks but is maybe a little less good at resisting magical trickery. If you're lying to some normal schmuck and you have great Manipulation, you may want to stick with your normal roll; if you're lying to someone with buckets of Perception or you're terrible at Manipulation and need a power that lets you use Charisma instead, that's when you want to go for the knacks.
I'm not sure I agree, or possibly I just don't understand.
ReplyDeleteI don't see why she can't wander around saying "I roll Charisma + Presence against that guy." Obviously she wants to stunt it with more explanation, but in the back of that player's mind she is thinking "I want this to be a Charisma + Presence roll, so I'm going to make the content of my stunt sound like a Charisma + Presence roll".
Sometimes players might just blurt out something without thinking about it, or the storyteller takes what they said in a different manner than they intended, of course. Sometimes the storyteller may not even ask for a roll at all, but generally you know what roll you are trying to invoke before you say something.
Even in real life I do the equivalent of checking what I am rolling before I speak. I'll make the intentional choice to be charming, or manipulative, or diplomatic, or commanding before I open my mouth about 95% of the time.
Also, why does the difficulty of their passive mental defense go up based on legend alone? Wouldn't it be based on their epic attributes?
I think we're not actually disagreeing, just talking about one another! She can definitely know she's trying to do a Charisma + Presence type of roll, and she should be stunting/talking/having a conversation accordingly. The difference is that she isn't using a power, so if the ST decides this isn't a situation where a straight roll of those stats is relevant - the outcome is obvious or the people in question will require supernatural persuasion or whatever - then that roll may never be asked for, and you're just playing a scene, not doing any rolling at all. If the ST does ask for the roll, you'll make it and all is groovy. You just won't come in, do a scene, and then say, "Okay, I want to roll my Cha + Pre against that guy" unprovoked, because that's not how the system works, for socials or anything else. Your ST will probably let you do it, but it also probably won't mean anything; if the ST needed that roll from you, he'd have asked you for it.
DeleteIt's just the difference between using a power and using passive stats; you also never say, "Can I roll Dex + Ath" to see if you fall down on unstable terrain, because the ST will handle letting you know when that happens. You can think of it as rolling your stats behind the scenes, but if the ST didn't ask for it, it's either already working or not going to work and you need a power.
Again, we're not looking at a resist stat; we're looking at a difficulty set by the Storyteller, so how it goes up depends on what's happening, who you're talking to and what the mythic intent of the scene might be. It won't necessarily be based on an enemy's Epics, because they're not resisting your non-power and therefore not using their resistance powers that might activate those epics. It's simply that, story-wise, it's always harder to convince a god with unadorned coversation than it is a mortal. Just like you'll encounter more difficult terrain and more complicated puzzles as you go up in Legend, so you'll run into people who are not as susceptible to your social wiles.
If you're using a power, then it'll be based on their actual resistance stats - Willpower, Legend, relic powers and any resist knacks they might have and want to use.
Why do you guys refuse to use a resist stat? It would make things a lot easier to explain, and a lot of the time it feels like you are arguing about the taxonomy of the same thing.
DeleteAka, the difficulty set by the storyteller is the same thing as a resist stat with some circumstantial bonuses.
We've been using current willpower to determine how effective a social attack is for a while now, and it's been working great. MDV is attribute + integrity /2 and if they get equal or less than your current willpower the effect only lasts 1 round. If they get more than your current willpower then it has full effect.
In general? We like the flexibility of characters being able to choose different resist stats that are more appropriate to a given character, and like that they have to invest a little bit to become awesome at spiritual fortitude rather than it being a basic thing they come with, just like they do for physical fortitude. If you're doing it another way that works for you, awesome, though.
DeleteIf you meant for general social interaction, as we said above, basing it on resist means that social characters auto-win pretty much all the time, which we're not fans of - part of that is systemic, because our system requires the expenditure of Legend for resistance stats, so it would be massively unfair to ask people to spend Legend to resist things that their oppressors are always doing for free. However, we like that system, as I said above. Every other stat completes tasks against static difficulties; we're totally fine with resist rolls against actual powers, but not against general talking, which we handle the same way as interaction in every other facet of the game.
DeleteWe're not and never have been fans of "social combat" that treats social interaction the same way as physical fighting. We find that it encourages too much non-roleplaying laziness, and detracts from the atmosphere of actually playing a scene as opposed to just trying to win a roll. If you're enjoying it, by all means, but it's pretty much in direct opposition to the way we like to play. We actively avoid systems that try to run social interactions that way.