phild said:
For me, priorities are to make social encounters easier to just launch into, to give clarity to what a "default" social skill does as opposed to the bought Action cards, to allow social encounters to have a real tactical ebb and flow, and to make sure any system doesn't need existing action cards to be changed at all.
I think the simplest solution to achieve these ends quickly and easily is:
- Influence needed = between 1 (for simple checks) and target's WP (to persuade them of something they don't want)
- Need to define standard action cards for social skills, to provide the social combat baseline, using comparison between basic combat cards and advanced combat cards to inform this.
Do this, and social encounters can be launched at a moment's notice. I may do some work on this, and then pass over to someone who knows how to make pretty action cards :-)
Within my house rules, me and my party definied the following rules regarding social encounters and basic action cards:
Due to the lack of a basic social action card, like Melee Strike or Ranged Attack act for combat situations, player characters may use the Perform a Stunt action card to Influence their target. This is done by using the card normally as described in page 68 of the Player’s Guide. The following limitation applies though: In a given encounter, a single PC can only achieve 1 successful "Influence" with the Perform a Stunt action card per skill (i.e. Charm, Guile, Intimidate, Leadership) .
Understanding that with the simple succees line of the Peform a Stunt you achieve an "Influence" result, and also agreeing that not all the skills are equally appropriate for all social encounters, e.g. an Intimidate skill check may not be the best option (or it can even go against the PCs interests in the case of a chaos star result) to convince Lady Ludmilla to go with you to the Mascarade Ball.
The idea behind is that by limiting the amount of uses per encounter of a given skill, players who want to have a bigger impact in social encounters will need to buy extra action cards.
I believe that this is not the best option, since by analogy, there is no limitation on the amount of uses of the Melee Strike or Ranged Attack action cards. But given the difference in mechanics between the two type of encounters i.e. wounds and critical wounds versus stress, shame and a progress tracker, and typically the difference in the amount of "opponents" involved, we have found it so far a good aproximation.