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Is D&D Too Focused on Combat?
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<blockquote data-quote="Jhaelen" data-source="post: 7733559" data-attributes="member: 46713"><p>Well,</p><p>1) in my game you don't get to roll a die unless you've described what you intend to do, and no, "I diplomate the shop-keeper" isn't sufficient. So, a die roll is never abstract. In fact, a good description of your actions may grant you a bonus on the roll, and a brilliant one may grant you an automatic success.</p><p>2) There's no such thing as common sense. It's a myth. Trust me on this.</p><p>3) What rolling dice in a social encounter does, is to move from a pre-determined outcome by GM fiat to a variety of different but likely outcomes. Rolling a crit or a fumble results in an outcome that is less likely but still entirely within reason. Such an unexpected result can be the seed for a whole new story idea: Why would the weapons merchant refuse to sell to the pcs? Obviously someone with sufficient influence must have told the merchant about the pcs and instructed him not to sell weapons to them. If the pcs have backgrounds, made contacts, allies, and enemies in the past, such a development is actually quite easy to integrate into an ongoing campaign.</p><p>4) I already explained why I think your example is an unreasonable scenario.</p><p>1) This is wrong. 2) Who says that you need more rules to model encounters that deal with something else than combat? What I'm proposing is to use the same system to resolve encounters, i.e. using a skill system. Why should using a weapon skill be inherently different from using a debate skill? Both can be determined by a die roll with a target number derived from the opponent's abilities. This actually results in fewer rules, not more.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7733559, member: 46713"] Well, 1) in my game you don't get to roll a die unless you've described what you intend to do, and no, "I diplomate the shop-keeper" isn't sufficient. So, a die roll is never abstract. In fact, a good description of your actions may grant you a bonus on the roll, and a brilliant one may grant you an automatic success. 2) There's no such thing as common sense. It's a myth. Trust me on this. 3) What rolling dice in a social encounter does, is to move from a pre-determined outcome by GM fiat to a variety of different but likely outcomes. Rolling a crit or a fumble results in an outcome that is less likely but still entirely within reason. Such an unexpected result can be the seed for a whole new story idea: Why would the weapons merchant refuse to sell to the pcs? Obviously someone with sufficient influence must have told the merchant about the pcs and instructed him not to sell weapons to them. If the pcs have backgrounds, made contacts, allies, and enemies in the past, such a development is actually quite easy to integrate into an ongoing campaign. 4) I already explained why I think your example is an unreasonable scenario. 1) This is wrong. 2) Who says that you need more rules to model encounters that deal with something else than combat? What I'm proposing is to use the same system to resolve encounters, i.e. using a skill system. Why should using a weapon skill be inherently different from using a debate skill? Both can be determined by a die roll with a target number derived from the opponent's abilities. This actually results in fewer rules, not more. [/QUOTE]
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