Hussar
Legend
The mechanics in the DMG are a couple of pages that detail the DC's of checks. That's about it. They are completely inadequate for a complex check - such as determining the result of an extended campaign to win the hearts and minds of the people, as a pulled out of my bottom example.Questions to people who want more involved social mechanics. What do you actually mean by this? Have you used the rules from DMG? Why are these not sufficient? What are the aspects you wish more rules support on? How do you envision your ideal social mechanics working, and how do they integrate with roleplay?
Or, exploring as a more personal example. The rules in the DMG, for me, are a complete failure for exploration. They are binary, do not actually address most of the issues I want to address and often feature far too many things that simply bypass exploration. For my Spelljammer exploration game, I created an Exploration Track where players have to leverage their current supply of exploration tokens to bypass or deal with various challenges on the track before they can proceed to the next step on the track and thus be that much closer to their goal. However, since recovery of these exploration tokens is somewhat random, it is entirely possible to run out of resources before being able to make it to the next stage, and thus be forced to retreat. ((I'm REALLY glossing over a lot here))
5e D&D does not contain anything like this. I had to make this up from scratch. 5e D&D doesn't even contain any suggestions about how I would begin to create a system like this because 5e D&D does not have any real mechanics for dealing with extended situations.