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		<title>Thus Spake Zaraborgstrom/SocialCombat - Revision history</title>
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		<id>http://exalted.xi.co.nz/w/index.php?title=Thus_Spake_Zaraborgstrom/SocialCombat&amp;diff=42485&amp;oldid=prev</id>
		<title>Gso31-123-238.triad.rr.com: *</title>
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				<updated>2003-11-25T15:51:10Z</updated>
		
		<summary type="html">&lt;p&gt;*&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;rebeccaborgstrom - 11/22/2003 18:10:29 &lt;br /&gt;
&lt;br /&gt;
Hm.&lt;br /&gt;
&lt;br /&gt;
To a degree, this is &amp;quot;social combat&amp;quot;. The interesting thing &lt;br /&gt;
about social combat, in Exalted, is the relative absence of &lt;br /&gt;
defense Charms and---at that---defensive dice pools. &lt;br /&gt;
However, since it's the attacker's choice to use this attack &lt;br /&gt;
form, I don't feel that it's fair to nullify defensive &lt;br /&gt;
options just 'cause the mechanics don't cover how they work. &lt;br /&gt;
So I think you have to assume that people use their defenses &lt;br /&gt;
against persuasion automatically, and figure out how those &lt;br /&gt;
defenses function.&lt;br /&gt;
&lt;br /&gt;
Let's examine what defenses generally 'look like' in &lt;br /&gt;
Exalted. There are really three types:&lt;br /&gt;
&lt;br /&gt;
* Inadequate (e.g., mortal extra);&lt;br /&gt;
* Breakable by force, cleverness, or exhaustion;&lt;br /&gt;
* Breakable by cleverness or exhaustion.&lt;br /&gt;
&lt;br /&gt;
Let's pretend for the moment that social defense *does* work &lt;br /&gt;
this exact same way. I'm going to assume that the mortal &lt;br /&gt;
extras' inadequate social defense is pretty much taken into &lt;br /&gt;
account by the rules for success. Accordingly, for a &lt;br /&gt;
17-success perform roll against a crowd of extras, I figure &lt;br /&gt;
the PC pretty much wins. Anyone who hears the PC has their &lt;br /&gt;
brains rewired by social Solar fu. The PC's words burn into &lt;br /&gt;
their minds, and when they think about slavery AT ALL, it's &lt;br /&gt;
the Solar's anti-slavery passion that fills their hearts.&lt;br /&gt;
&lt;br /&gt;
Dealing with major NPCs---including heroic mortals---is a &lt;br /&gt;
little different than dealing with faceless crowds. Even &lt;br /&gt;
should they be standing in a faceless crowd. :) I figure &lt;br /&gt;
they should default to one of the other two options: some &lt;br /&gt;
you can beat down with sheer success count, but for the &lt;br /&gt;
rest, you need to find a weakness or exhaust their &lt;br /&gt;
resistance. Note that Respect Commanding Attitude is pretty &lt;br /&gt;
good for the latter---you can brainwash someone even if &lt;br /&gt;
you're the one tied up. :)&lt;br /&gt;
&lt;br /&gt;
In the case of a fanatic D-B, I think that you have to find &lt;br /&gt;
the weakness in his belief system or batter him down with &lt;br /&gt;
roll after roll after roll. (Like in physical combat.) This &lt;br /&gt;
isn't meant to nerf the persuasion---in fact, 12 successes &lt;br /&gt;
should be more than enough to convince him. He *believes* &lt;br /&gt;
you. But heroic characters should get to say, &amp;quot;I am being &lt;br /&gt;
preached to by someone with the devil's own persuasive &lt;br /&gt;
tongue,&amp;quot; and cling rockily to their former course of action, &lt;br /&gt;
even knowing that it's 'wrong', possibly by spending a &lt;br /&gt;
Willpower. Because, well, a Willpower is all it takes for a &lt;br /&gt;
Compassion 5 Solar with Heart of Tears to torture a puppy.&lt;br /&gt;
&lt;br /&gt;
To defeat the D-B entirely, you need to understand where his &lt;br /&gt;
fanaticism comes from---not in terms of timing, like where &lt;br /&gt;
he learned it, but in terms of the map of his mind. Does he &lt;br /&gt;
think his world will fall apart if the Order's words are &lt;br /&gt;
lies? Is he violently suppressing preexisting sympathies for &lt;br /&gt;
Anathema? Does he think that Master Seshou *must* be right, &lt;br /&gt;
because he's just that cool? Does he love the Order? Does he &lt;br /&gt;
love _order_, and genuinely believe that Anathema disrupt &lt;br /&gt;
that? Figure that out, and target *that* with a &lt;br /&gt;
Listener-Swaying Argument, and then your 12 successes can &lt;br /&gt;
make him your lackey. :)&lt;br /&gt;
&lt;br /&gt;
Rebecca &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
rebeccaborgstrom - 11/24/2003 20:21:37 &lt;br /&gt;
&lt;br /&gt;
Hm!&lt;br /&gt;
&lt;br /&gt;
The major reason that there aren't real &amp;quot;social combat&amp;quot; systems, I &lt;br /&gt;
suspect, is the Law of Multiplication of Ineptitude. Put simply, &lt;br /&gt;
&lt;br /&gt;
_Increasing the available arenas of competence decreases the &lt;br /&gt;
competence of the average character._&lt;br /&gt;
&lt;br /&gt;
The more skills a system has, the less competent characters become. &lt;br /&gt;
(You can remedy this to a degree by assigning lots of skill points.) &lt;br /&gt;
Similarly, if you have social combat, mental combat, and physical &lt;br /&gt;
combat, then characters need three times as many Charms to mount an &lt;br /&gt;
effective defense.&lt;br /&gt;
&lt;br /&gt;
That's why I tend to assume that characters should be assumed to have &lt;br /&gt;
social defenses appropriate to their type. For PCs, it seems fair to &lt;br /&gt;
assume they have the equivalent to a persistent and a perfect defense &lt;br /&gt;
available, whereas most NPCs have more limited defenses. At least &lt;br /&gt;
against raw social rolls; Charms for mind control generally have their &lt;br /&gt;
own rules.&lt;br /&gt;
&lt;br /&gt;
Other solutions exist.&lt;br /&gt;
&lt;br /&gt;
Rebecca&lt;/div&gt;</summary>
		<author><name>Gso31-123-238.triad.rr.com</name></author>	</entry>

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