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open:mechanics:core:ingame_effects [2013/06/05 10:56]
tregenza
open:mechanics:core:ingame_effects [2013/11/13 17:28] (current)
darth_tigger co-operate
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 === Social === === Social ===
  
-A social effect is when a character is trying to change their relationship with another person. Normally this is a character trying to befriend someone so that they will cooperate ​though it could be to deliberately antagonise them. This excludes characters trying to force someone to do something (e.g. shouting an order at them or trying to intimidate them) or trick them (e.g. fast-talking a guard to let them in). These are <apdx ref="​open:​mechanics:​rulecards:​controleffect">​control effects</​apdx>​ or attempts to inflict a status effect.+A social effect is when a character is trying to change their relationship with another person. Normally this is a character trying to befriend someone so that they will co-operate ​though it could be to deliberately antagonise them. This excludes characters trying to force someone to do something (e.g. shouting an order at them or trying to intimidate them) or trick them (e.g. fast-talking a guard to let them in). These are <apdx ref="​open:​mechanics:​rulecards:​controleffect">​control effects</​apdx>​ or attempts to inflict a status effect.
  
 Social effects are rarely possible under the strains of combat. It takes time to build trust and understanding so social effects are normally handled by narrative actions. The Game Leader sets a resistance based on the existing relationship and what the character is trying to achieve. A successful action improves the relationship between the two parties but does not mean that they are now best friends. ​ Complex relationships are best handled as an <apdx ref=":​open:​mechanics:​rulecards:​extended">​extended action</​apdx>​ with the Game Leader setting a target score and resistance.  ​ Social effects are rarely possible under the strains of combat. It takes time to build trust and understanding so social effects are normally handled by narrative actions. The Game Leader sets a resistance based on the existing relationship and what the character is trying to achieve. A successful action improves the relationship between the two parties but does not mean that they are now best friends. ​ Complex relationships are best handled as an <apdx ref=":​open:​mechanics:​rulecards:​extended">​extended action</​apdx>​ with the Game Leader setting a target score and resistance.  ​
open/mechanics/core/ingame_effects.txt · Last modified: 2013/11/13 17:28 by darth_tigger
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The 6d6 RPG tabletop store is owned and operated by Chris Tregenza. Who also owns and runs Myomancy, a site about ADD / ADHD medication, Autism and Dyslexia Treatments and also site called Poosk. Chris also provides copy-writing, web design SEO advice to sites like Dingles' Games pathfinder rpg resources.