I've seen a lot of people posting different issues they have with social skills. I don't feel so bad about them so I figured I'd share my 2 cents.
The first thing I notice is that a lot of people thing that when you get a whole lotta hits something fantabulastic and ridiculous should happen. However we don't see that mechanic in other similar skills. What we do see are a couple levels of results that can be achieved with a different number of hits. Usually four, sometimes five.
As an example of what I'm talking about consider Assensing. You could make an adept that can put down twenty or so dice for an assensing test, and of course they could use edge. So maybe they get 10 hits.
What do they get? They get the 5+ result same as if they got 5 hits. That's the information that you can assence, you found it, good job, but that's all you're going to get. They get the "general cause of emotional impressions", not the whole backstory.
So in a social situation I'll generally have a couple levels of what someone could negotiate to, or what someone could be convinced to do at different threasholds. And then we'll see if you can get it.
Note that this isn't screwing the social adept over. They're still getting something for all those extra dice. Specifically they're getting consistency. If I have NPCs with 5 levels of thresholds that can be reached a super face can reach them regularly, and without edge. Same as any other specialist.
Of course they're also getting the ability to ignore ridiculous numbers of modifiers. As for that, well, welcome to SR4, it's like that with everything. Your sammie can probably do this:
http://www.youtube.com/v/zTYofGwUX6g&hl=en
If you don't like it do something crazy like have the modifiers change the target number instead of the dice pool.
Next is the "should a player be able to call a woman fat, roll a pile of dice, and have her love him for it?"
Well, to that I quote the rules. (If that's OK here)
Cant help it.. but when I see a clip from a swedish movie with the team america theme in the background, shivers down my spine..
However, Thanks for the rest.. I'd really had a hell making out how to use social skills
This is a group by group issue, and as long as everyone in the group is on the same page either the just make the roll or play the role (or something in between) is fine. I've found most of the problems occur when you have a mix of players who just care about the dice and players who want to be method actors in the same group. My bias is towards more role play and less dice except in combat, and I am biased towards multifunctional not highly tuned characters that have some depth. I am aware that it's not the only way to play, but that's the way I enjoy playing and the style I enjoy GMing for most.
As for the other part, if it's a set threshold test as described there really isn't an advantage for getting a large number of excess successes. 5 is as good as 6 or 8 or 14. Having a huge dicepool really is best for opposed tests, where you need a lot of net successes.
Here is my issue with that read. Pornomancers can eat ever single listed penalty in the book and still rock all over people who aren't spec'ed out of social defence. Even just a lightly optimized face (12-14 dice) can eat a -8 (from Enemy" and "Result Disastrous to NPC") and still roll 4-6 dice. If the subject has a stat of 3 and has to default on the skill they are boned. A charisma of 3 and some missing social skill covers a lot of people. Remember this means your face should be able to talk know enemies into doing disastrous things as long as they aren't professional grade social people. IMO that is silly.
Now yes yes, you can and should invent what ever modifiers you like as a GM, but then the situation you get into situation where as GM basicly just pick if a roll is possible or not.
Clearly you need to watch the above video I posted of the average SR4 street Sammie in action again.
Seriously if you have a problem with that just filling to an SR3 system wen the modifiers move the TNs instead of the dice pools might make you happier about a whole range of things. For example I don't like that a rigger can hop on their motorbike, play chicken with a citymaster, and then just plow through it unscathed due to the ramming rules. It's just SR4.
However the social situation is again somewhat mitigated by how you seed your thresholds. Read the example again. The face won the rolloff with the guard, but the guard still checked up on them later.
It's not neccesarily that the enemy loves you forever. But maybe you've managed to make them think they can get some special time with the virgin sacrifice before the ritual. Or maybe you play on their fears of being betrayed by their boss to get some effect.
As I GM I'd say it's just another thing you need to consider as you put an adventure together. You have an idea what physical security is like, you know what the magical situation is, and you know whats in the computer system and what guards it, similarly what might a face be able to exploit with your NPCs?
Oh and remember one of the skills isn't "make the person do whatever the heck you want."
Lets review the actual skills you have at your disposal.
Con: This makes people believe stuff. Take the example Ashely does NOT simply walk up to the guard, say they're a shadowrun and ask to be let in The point of the con is to convince the guard that she's actually an employee, and therefore to let her in.
Negotiate: This one involves some give and take. I'd allow it's use in bribing or some such if the person cares about that. But also isn't useful for "I'm a shadowrunner just let me through"
Ettiquite: Giving time this can raise someones opinions. But the SR scale only goes up to friendly, it doesn't continue to worshopful. Just because someone thinks I'm a cool dude doesn't mean they'll their job for me (in game and real life terms this just sets the stage for a later con or some such).
Intimidate: This is the closest to "do what I want just because." But the person is doing it through intimidation. Risky business. Again everything they want might not be an in the thresholds of options. Some things might be. For example a mister scary might convince someone to call for backup or something even if they're tied up. Or maybe unnerve them so they leave the person to go enjoy a long trip to the bathroom. But it might not be an option to get the person to untie them, since the poor guard is, after all, scared of them.
What I'm saying is, first, make sure what they're trying to do fits within the scope some something they can actually do via the listed skills(this removes much of the ridiculous stuff). Next decide what factors modify target numbers and decide what the thresholds are, roughly. And then work with it. You aren't just telling a high roller yeas and no. You're giving them shades of grey results. They're accomplishing things even if they aren't shooting the moon.
And as part of it try to keep feeding them the sort of info they'd be picking up on. Let an hour pass with an ettiquite roll as they manage to sneak some info out of a guard about another guard that will be with them later to give them a seed for a con roll. Stuff like that.
First off class/travel kept made it take over an hour to complete my post and so I missed on of yours.
I'm not calling your take unworkable. I think it's a good fix, but it's a compete house ruing. BBB 57 "Note that thresholds are never applied to Opposed Tests." This is kinda what an opposed test means if you bet them you won. No matter how marginal the victory. More generally the types of things you are talking about like the extra details for faces is also house rules.
All that said you basically are doing what my table does. We are big on niche protection. A decker with 4 ranks in data heavens and Matrix gangs, and (story allowing) just go start a matrix scene and expect to get somewhere. Similarly the face just gets to go start a social scene and expect the GM to create one where they to can get somewhere if they are good. To further than end We give the face social ques. The rigger just gets to know about drones etc. All this is assuming they spent points, have the backstory, and play the part.
Alright so by their wording they aren't using "thresholds" but in effect it's what they're doing.
Again look at the examples. The number of net successes on the opposed test matter, with different numbers of successes corresponding to different responses.
Call it whatever you want.
The way to manage it is to use a combination of "successes they have to get after winning the opposed test" along with the dice pool modifiers.
Note that part of this is that a player can't just say to a guard "Hey let me in and then don't check on me". Instead they hope their bluff that they're an employee is so smooth that the guard doesn't bother. Hence the "successes they have to get after winning the opposed test" to get the final result the want.
Though I might let them try a second con attempt to say that every time someone does a check they get bothered for ages or something like that to get another roll. But I'd probably treat it like a retry or extended test.
The only thing houserulish about it is that I don't think additional successes after a point result in retarded things happening. The book doesn't say anything on the matter either way. Just that there are a number of successes and the GM decides what happens based on that. But there is precident. Most things are limited like that. If you're trying to escape in a vehicle and you roll more successes than you need you still need to win at escaping twice more, assensing is like that, roll all you want but vehicles still have some top speed. Lots of stuff.
And remember, regardless, there isn't a "do what I say" roll. You can con, intimidate, or negotiate. Forcing your player to operate within those contexts removes some of the stupidity.
Ok, I'm don't have issue with 1 net hit being the most marginal success, and 4-5 being the most possible. Groovy. But The threshold is still capped at whatever the mark rolls. You should not be able to con someone who thinks you are an enemy into doing some disastrous to themselves even for a second. Playing with the threshold, or TN is absolutely a house rule. And you have to do something to keep this from happening. I like your ideas. But not RAW apologists.
Well if you don't like people doing crazy things despite ridiculous conditions you'd just have to houserule it one way or another. Either change the core mechanic or live with it. Or I suppose you could patch up one thing and just live with others.
However I get the feeling you're still missing something important. It's a con. The point is making them believe something which is not true. For example lets say the observant face hears something over the intercom and realizes the guards weren't listening, and also knows that they're called "group Beta" from listening in to earlier conversation, and also knows that we was brought to waypoint Chi earlier. He might drop into the conversation something like "Its so exciting here. I wonder who group Beta is and why they were just told to go to radio silence and report to waypoint Chi."
If he does it right(which is the point of his mad skills) they might believe him and hustle out of the room cursing each other for not paying attention to the intercom. That's how a con works. The face doesn't just ask them to leave.
In doing something like that it's important that the neccesary pieces of the puzzle are there. Like you can't use the climbing skill without a wall you can't con without a lie.
The trick is that requires something elaborate like above. Just rolling dice would abstract that whole process. But at the least I'd expect the GM to come up with something like that as flavor (I.e. at the least player rolls die and GM describes the above ruse). Or you could give the face the tidbits of info above and expect the player to assemble them into a credible con. Up to you. I'd like the latter, but it takes more time and effort.
Remember there is no "do what I want" skill. It's either a con, a negotiation, or an intimidation. Or I suppose in social situations you could use ettiquit to make someone do something because it's proper or whatnot, but that's not going to come up in a run too often.
> Well if you don't like people doing crazy things despite ridiculous conditions you'd just have to houserule it one way or another.
yup. Therefor the social rules are dumb without a little bending. I'm saying that your bends are slight, consistent, and sound very fun to run. Also feel like we shouldn't let the devs off the hook. Some simple thought exercises should have exposed how silly these rules are, not to mention play testing.
And yes I very much do get how you use skills in context. I tried explain my take on what social skills can and cannot do (very similar to yours) to a player. Their social adept counted as at least an apprentice pornomancer. In the discussion included them saying "If I can't talk people into shooting themselves in the face social skills are gimped". This plus the fact that they could make very compelling RAW arguments for pulling stuff only little less crack makes me really not like the rules for this. And yes yes all systems break down at the edges, but 12-16 dice is enough to get non-sense from the social rules. This forces us to make fixes just to handle a basic arc-type.
That's basically what I said.
BTW the wizard bit was pretty funny. Not sure if I'd let it fly IMG, but pretty funny
Whenever you see something that doesn't make sense, a wizard did it.
(From an episode of The Simpsons, but in SR it kind of makes sense.)
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