Kaptain O said:
Still makes no sense, no matter how well you roll t shouldn't work.
Disregarding Winning Smile for the moment. There seems to be a few action cards with the Social trait that seem to be pretty well suited for use in combat. For example:
Devious Manoeuvre (Reckless side) - Effect: You use some dirty, underhanded trick to impair your enemy, such as throwing mud in his eyes or hiding a journal.
I'd say the "throwing mud in his eyes" seems like it could be allowed during combat.
Exploit Opening - Effect: You direct the efforts of those around you to optimise your advantages. *S* Up to two allies withing close range of you immediately perform a free manoeuver.
Others I think are very obviously not intended for use in combat, like Conundrum - Effect: You delay your target with an unanswerable riddle.
The social Action cards that seem like they could be useable in combat seem to be a minority though (there aren't many of them), so I guess one could as well rule that social Action cards simply aren't useable in combat. This would at least streamline the game and make it more clear for the players what they can and cannot do.
Some player groups like more definitive rules, while others are more open for GM interpretations on a case to case basis. Leaving it up to the GM for interpretation can be very detrimental to some gaming groups, and these groups should definetly do a house ruling excluding all social Action cards from combat use to make things crystal clear. Other groups might want to leave it more open (case to case basis).
I don't presume to know what the intention of the game creators are in this matter is, since i don't think the rules are clear either one way or the other on this matter (which is pretty obvious from reading the posts in this thread). The above is a mere suggetion on how a gaming group might handle this.