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Is D&D Too Focused on Combat?
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<blockquote data-quote="Thomas Bowman" data-source="post: 7733217" data-attributes="member: 6925649"><p>Well combat needs rules, role playing does not. Players can always play "Lets pretend" There is no die rolling involved when characters are attempting to solve a mystery, or haggling with a merchant to settle on a price, one can roll dice for those things, but that is kind of artificial. I'd rather rely on the player's skills at interacting with people than to roll a d20 die to see if a difficulty class is met to determine an NPC's reaction. As for accumulating money, that is easy enough to put back into the game. One can employ a house rule that the accumulation of 1 gold piece is worth 1 experience point. Lets take D&D 3.5 rules for example. Suppose we did not award experience points for combat encounters or how about this, what if we just cut the experience points in half, and the other half of experience points was awarded on the basis of 1 xp per gold piece value of treasure accumulated?</p><p></p><p>Not all combat encounters involve treasure, so if one just kills things one does not advance as fast, but treasure helps one to advance quickly. Perhaps to balance things out, maybe the amount of treasure awarded should be cut in half too, that way 50% of experience awarded is through combat encounters and 50% is through the accumulation of treasure, combine the two and one advances as normal. of course one wants to encounter intelligent creatures as they are more likely to have treasure than some random beast in the forest.</p></blockquote><p></p>
[QUOTE="Thomas Bowman, post: 7733217, member: 6925649"] Well combat needs rules, role playing does not. Players can always play "Lets pretend" There is no die rolling involved when characters are attempting to solve a mystery, or haggling with a merchant to settle on a price, one can roll dice for those things, but that is kind of artificial. I'd rather rely on the player's skills at interacting with people than to roll a d20 die to see if a difficulty class is met to determine an NPC's reaction. As for accumulating money, that is easy enough to put back into the game. One can employ a house rule that the accumulation of 1 gold piece is worth 1 experience point. Lets take D&D 3.5 rules for example. Suppose we did not award experience points for combat encounters or how about this, what if we just cut the experience points in half, and the other half of experience points was awarded on the basis of 1 xp per gold piece value of treasure accumulated? Not all combat encounters involve treasure, so if one just kills things one does not advance as fast, but treasure helps one to advance quickly. Perhaps to balance things out, maybe the amount of treasure awarded should be cut in half too, that way 50% of experience awarded is through combat encounters and 50% is through the accumulation of treasure, combine the two and one advances as normal. of course one wants to encounter intelligent creatures as they are more likely to have treasure than some random beast in the forest. [/QUOTE]
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