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War of Words
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War of Words
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Nick Miller and Darrel Miller
D&D 4E Game System License ©2008, 2009 Wizards of the Coast page 3 of 7
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DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo,
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PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt;
MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurer’s Vault,
War of Words
War of Words is for those folks who want rules for
social interactions for the Fourth Edition of
Dungeons and Dragons that are different from
what Skill Challenges offer.
This sounds simple, but it is hard to put
into practice. Have the players tell you what they
want to do and how they plan to do it (which skill
they are using). If that sounds good to you as GM,
then tell them what will happen if they fail the roll
(maybe let them know the DC), and if everyone
agrees, roll the dice, interpret the roll. Bingo!
These rules take the same basic mechanics
used to adjudicate physical combat, and apply
them to social interactions with only a few twists.
For example, your player Darla, is playing
Weelsa a thief. Darla wants to sneak into the keep
and murder the Count. You would then want to ask
her how she intends to do that. Darla tells you that
she is going to use her Stealth skill to slip in
unnoticed and murder the
Count. As the GM you decide
what is going to happen if she
fails her roll. Here are some
possibilities: 1 ) Weesla kills
the Count but is caught on the
way out; 2) Weesla never gets
near the Count (cue a combat
or chase scene). Once your
player agrees to the conditions
of failure, she rolls her dice and
lives with the results. And the
move on to the rest of the story.
Don't hang around the Castle, the
Count is dead, cue more story.
Normally the above may take
up the entire session, and if that
is what your group decides
would be fun, then do it.
However, I think Dungeons and Dragons suffers
from what I call Story Stalling.
A word of note: Just like combat after
combat after combat after combat can be
BORING, so to is a War of Words after a War of
Words after a War of Words. Do not do that to
your players, or yourself. This is about
fun, its about some drama, its about
action. So, just like with combat, use
a War of Words when it would be
cool to play out the social
interaction, otherwise just make a
roll once or two and move on.
And that applies to
more than just a War of
Words , it also applies to
combat. How many combats
have you had, just because it
was combat? That does not
sound like fun to me, and if
it does not to you either,
here is a suggestion to get
back to the excitement a
conflict of any kind should
generate in your players:
Run traditional combats like a skill roll.
Thats right, I said it. Just do it. Sure you
will speed through the “game”, but when you hit
those points where a “real” conflict (social or
physical) happens, they will be awesome. Then
using either the combat rules, or War of Words ,
you can stretch out those awesome moments and
suck out all the marrow you can. Then you will
have some truly great things to sit around the table
and reminisce about.
Story Stalling occurs when we try to turn
every moment of the game into a Dramatic Cliff
Hanger Awesome Moment Forever to Live in
Gamer Memory TM .
The truth is most of what happens in the
game, like in life, is just not that cool. But
eventually some event, some character, something
is going to grab your players attention. Right then
and there you can unfold the combat rules or War
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War of Words
of Words rules and spend some time exploring that
interesting person, place or thing. These detailed
rules allow you to take your time and build some
great memories.
Just like combat, initiative is rolled on the
first round of debating. Most debate powers take a
standard action that provokes opportunity attacks.
The careful planning and deliverance of a thought
takes too much time and concentration to allow for
any sort of dedicated or vigorous physical
movement.
Think of Action Movies. They are full of
action, fill your next RPG session with action. Not
by having tons of EXCITING things occur, but by
move along at a nice pace, just like explained
above: Make Killing the Count one die roll, make
most of the session One Roll Wonders, and I can
almost guarantee that when a combat (physical or
mental) shows up it will be awesome . And you
will see it coming, and it will BEG to be played
out, then some real fun will happen.
Debate powers are marked with the
‘Debate’ keyword.
Most debate powers will use a skill as a
bonus instead of an attribute. This bonus is added
to the result of a d20 roll, just like an attack.
Most debate powers will also have a skill
as a target instead of a defense. The target number
to hit with the debate power will be 10 + the
target’s total value for that skill.
Say Yes, or Roll the dice once.
Now to the meat of this article: the rules
for War of Words . Enjoy.
A debate power that has an attack of
Diplomacy vs. Insight would require a character to
roll a d20 + their Diplomacy and score a total
greater than or equal to the target’s Insight + 10 to
“hit” with the power.
The first step is to determine, as explained
above, what each group of debaters want to do (i.e.
convince the Merchant to part with that very nice
garment cheaply, join our party, run away, and
what happens if they fail.)
When choosing the target of a debate
power, the attacker may target any character
involved in the debate (even those that are not
principle debaters.)
Next determine principle debaters. There
should be a single character per side in the debate.
More than one character can be involved in a
debate per side, but each side needs a champion to
be the main actor and defender.
If the power hits, any status affects are applied to
the target character, but any derision points come
from the argument pool that was established by the
principle debater.
Each of these principle debaters will
provide an argument pool. The argument pool is
analogous to hit points, and when the pool is
depleted the debater has been defeated.
In this way all characters that rally behind a
cause risk defeat, and their defenses are only as
strong as their weakest link. (It is best for people
not so skilled at oration to shut their mouth and not
get involved.)
This pool is calculated by taking the
character’s charisma and adding to it the highest of
the character’s intelligence or wisdom. In this
sense, a character might be very wise and practical
or very crafty and intelligent, but ultimately their
presentation and charisma also provide firmament
to their platform.
Instead of damage, many debate actions
cause a number of points of derision.
War of Words
Derision is subtracted from the target’s
argument pool, much like damage is subtracted
from a target’s hit points. When an opponent is
reduced to zero or less argument points, they have
been bested with no chance of rebuttal. In most
cases, this means that the opponent is forced to
temporarily concede, or that the audience favors
one debater’s argument over others.
are a little anti-4ed-ism: not everyone can
contribute to the conflict.
There are three ways to approach this: The
first way is to keep the debate short. (This can
allow characters that have trained the appropriate
skills to shine for a few moments.) The second
way is to rule that the target number of a debate
attack is not from the target’s skills, but instead
from the highest skill total in the party. A third
way is to make sure that the opposition has a few
unskilled characters as well.
The system requires some new status
effects to be defined. These are essentially the
debate equivalent of some of the combat status
effects. Similar to combat status effects, these
debate status effects either end with a save, or
expire at the end of the attacker’s next turn.
A War of Words is not mind control. If you
debate and are victorious, it does not necessarily
mean your opponents suddenly agree or share your
beliefs. Winning means you have convinced the
audience to see things your way and that you have
forced your opponent to concede. This doesn’t
mean that the merchant you just haggled with will
want to do business with you in the future, or that
the vizier of the king you just bested won’t try to
poison you the next time your back is turned. It
just means they give into your immediate
demands.
Social Interaction Statuses
Stymied – The target cannot make debate actions
during its turn. (Similar to Stunned.)
Provoked – If the target makes a debate action
that targets someone other than the provoking
character, that debate action suffers a -2 to its
attack roll. (Similar to Marking.)
Sputtering – Reduce the derision of the target’s
debate powers by half. (Similar to Weakened.)
Debate Powers
What follows are the standard debate
powers open to virtually anyone who engages in a
Debate Encounter.
War of Words Outline
1. Determine Goal
2. Choose Principal Debaters
3. Figure Argument Pool; Cha + Int/Wis
4. Roll Initiative
5. Attack/Defend using Debate Powers
6. Repeat step 5 until Argument Pool is 0
Some of the powers are Feat Powers, and
thus require the acquirement of the feat in question
to use.
The powers are listed as having a level, but
this system does not take into account levels in
either argument pool determination nor in
acquiring new debate powers.
Running Debates
Debates are very similar to combat in
execution. Use them when you hit a point in your
story that just cries out for more than a One Roll
Wonder, watch for them, their howls will be
unmistakable. Perhaps you may think these rules
In many cases, a debate power will have an
enhanced or additional effect if the character using
the power is trained in a specific skill.
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