mplindustries:Problem two is that physical combat is easily parsed. Each blow is a significant action that can be quantified and described and rolled out. Even if I win the fight, it is still significant that I got stabbed in the process.
mplindustries:There are no "social combat" rolls in the core system, only in Requiem for Rome. You may think its a good idea to add one or port it over, but, trust me, it isn't.
mplindustries: Physical Combat works well mechanically structured like that because there's no good way for players to actually fight. What's more is that many people can (and do) enjoy describing a fight, since it is a visceral, but more importantly, visual thing. However, arguments are not visual, they are, obviously verbal, and its far more interesting and dramatic to actually make an argument than it is to describe an argument. Plus, bonus, making an argument is something a player can actually do, and easily at that. Even if your not a good speaker, its still going to be more interesting to try convincing an NPC with your own words rather than saying "I try and convince him of X."
mplindustries: However, arguments are not visual, they are, obviously verbal, and its far more interesting and dramatic to actually make an argument than it is to describe an argument. Plus, bonus, making an argument is something a player can actually do, and easily at that. Even if your not a good speaker, its still going to be more interesting to try convincing an NPC with your own words rather than saying "I try and convince him of X."
mplindustries:My point was that its far harder to subdivide an argument into rounds (which is needed for the debate rules) than it is to subdivide combat, simply because of the way it's described and acted out.