Negotiation & Debate System
This is used when negotiation or debate takes place, and stakes are high.
A plea for help to another settlement, two advisors trying to convince a warlord of two opposite courses of action, a trial where the accused can end up imprisoned, and stuff like that.
Whatever the case, there is one "proposing" party that takes the initiative, and starts arguing or pleading, and another "defender" party that refuses or proposes something different.
These situations are treated like some kind of verbal combat.
They are separated in three rounds.
Each round the proposing party makes a Skill Roll, resisted by a relevant Skill roll by the party that's being convinced.
Either party can get successes and raises.
Each success or raise grants the party that achieved it an Influence Token.
This is rather different if you have the Convenient Agreement edge.
After the 3 rounds end, the party with the greater number of Influence Tokens wins, but there are degrees of success.
The Influence Tokens attained by the losing party are substracted from the ones achieved by the winning party, and the final Influence Tokens held by the winning party after this substraction reflect the degree of success that was achieved. You can check it out in the table below.
If both parties get the same number of Influence Tokens, it is considered a stalemate.
A plea for help to another settlement, two advisors trying to convince a warlord of two opposite courses of action, a trial where the accused can end up imprisoned, and stuff like that.
Whatever the case, there is one "proposing" party that takes the initiative, and starts arguing or pleading, and another "defender" party that refuses or proposes something different.
These situations are treated like some kind of verbal combat.
They are separated in three rounds.
Each round the proposing party makes a Skill Roll, resisted by a relevant Skill roll by the party that's being convinced.
Either party can get successes and raises.
Each success or raise grants the party that achieved it an Influence Token.
This is rather different if you have the Convenient Agreement edge.
After the 3 rounds end, the party with the greater number of Influence Tokens wins, but there are degrees of success.
The Influence Tokens attained by the losing party are substracted from the ones achieved by the winning party, and the final Influence Tokens held by the winning party after this substraction reflect the degree of success that was achieved. You can check it out in the table below.
If both parties get the same number of Influence Tokens, it is considered a stalemate.
Skill Rolling:
Some roll examples:- Convincing and Counterarguments:
- Passionate Oratory: Charisma & Persuasion
- Cunning: Manipulation & Persuasion
- Outright lies and schemes: Manipulation & Deceit.
- Cold Reasoning Smarts & Persuasion
- Technical Arguments: Smarts & any relevant Mental Skill. However, you cannot roll a die higher than your Persuasion die. You may have vast knowledge, but is useless if you don't know how to communicate it effectively.
- Resisting:
- Stubborness, Political or Religious Dogma: Will & Control
- Mockery and Ridicule: Charisma & Deceit
- Piercing through lies: Manipulation & Sense Motive
- Physical Evidence: +1 (weak) - +4 (undisputable)
- Negative Prejudice: -1 (weak) - -4 (huge)
- Previous Faction Relationship: -4 (sworn enemies) - +4 (his faction owes a lot to my faction)
- Previous Personal Relationship: See the Relationship System.
Outcomes
As we just said, the winning has degrees of success.Tokens | Result |
0 | Stalemate. To break it you need further evidence or arguments. Trial: Defendant walks away: lack of evidence. |
1-2 | Not truly convinced, minimum support is provided. Trial: Defendant receives minimum punishment. |
3-4 | Reasonably convinced, aid is conditioned or asks something in return. Trial: Defender gets typical sentence. |
5+ | Eager to help or agree. Provides more than what was expected. Trial: Defender gets maximum punishment. |
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