Social Conflict

Social Conflict system is designed to resolve complex negotiations with a single, high-stakes roll rather than a long series of checks.

It shifts the focus from "rolling dice until you win" to "setting up the perfect argument."

In a high-stakes social encounter (a trial, a hostage negotiation, a peace treaty), the group does not take turns rolling. Instead, they build a "stack" of arguments to support One Lead Speaker.

A woman in a vintage dress and jewelry, wearing a tiara, looks at two men in tuxedos, who are holding hands, in an ornate, elegant room with classic artwork and lighting, possibly at a wedding or formal event.

Step 1: Designate the Lead

The players chooses one character to deliver the final ultimatum.

  • Example: The Aristocrat (for a treaty), The Veteran (for intimidation), or The Scoundrel (for a lie).

Step 2: Determine the Resistance (DC)

The GM determines the Difficulty Class (DC) based on the NPC's Defensive Attribute.

DC = 10 +NPC's Attribute Score + Situational Modifiers

  • vs. Intimidation (Presence): Resisted by NPC's Discipline (Will).

  • vs. Deception (Guile): Resisted by NPC's Insight (Empathy).

  • vs. Logic/Bargaining (Intellect): Resisted by NPC's Intellect (Logic).

  • vs. Seduction/Plea (Insight): Resisted by NPC's Discipline (Will).

Step 3: The Setup (Allies Pitch In)

Before the Lead rolls, up to two other players can assist. They do not roll dice. They simply roleplay their contribution.

If the GM agrees that the contribution is relevant, the Lead Speaker gains a +2 Bonus (max +4) to the final roll.

  • The Constraint: Allies must use a different Attribute argument than the Lead.

  • Example:

    • Lead (Presence): "Surrender or we burn this place down."

    • Ally 1 (Intellect): "Logically, you are outnumbered 5 to 1. You cannot win." (+2 Bonus).

    • Ally 2 (Method): "I've already disabled your escape vehicle. You're stuck." (+2 Bonus)

Step 4: Leverage

If the players have uncovered a secret, possession, or fact that the NPC cares about deeply (discovered via gameplay/investigation), they invoke Leverage.

Invoking Leverage does not add a number. It grants Advantage to the final roll.

Step 5: The Roll

The Lead Speaker rolls one single d20 check.

d20 + Attribute+ Proficiency+ Setup Bonuses

  • Critical Failure (Nat 1): Violent Rejection. The NPC attacks or permanently shuts down.

  • Failure: Refusal. The NPC says no, but the situation remains stable.

  • Mixed Success (Met DC exactly or by 1-2): The Compromise. The NPC agrees, but demands a cost (gold, a favor, or a hostage).

  • Success: Accord. The NPC agrees to the terms.

  • Critical Success (Nat 20): Submission. The NPC agrees and offers additional aid or information.