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So its all about combat again?
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<blockquote data-quote="hafrogman" data-source="post: 5934543" data-attributes="member: 8858"><p>Maybe it's your fault for expecting something from D&D (the game) that at it's heart has to be supplied by the players instead.</p><p></p><p>My players crept up on the goblins, hacked and slashed their way through the caves until they arrived at the back door to the hobgoblin caves and . . . then they knocked. From there the rest of the session was devoted to negotiating their way in to see the hobgoblin leader, arranging an alliance against the evil cultists, and the cleric of Pelor seducing the Warlord and then joining the ranks of her consorts.</p><p></p><p>This was accomplished by no more than a handful of charisma and wisdom checks back and forth between the two sides. The rest of the time I was winging it. The system didn't aid or hinder the results in any way. It could have happened with any edition of D&D, or probably any RPG that's ever been published.</p><p></p><p>Most of the talk about the rules is about the combat applications of the rules, because that's where the rules matter the most. In my opinion, the three pillars each have a different balance between rules and improvisation. Combat is mostly rules, interaction is mostly improvisation and exploration is somewhere in between.</p></blockquote><p></p>
[QUOTE="hafrogman, post: 5934543, member: 8858"] Maybe it's your fault for expecting something from D&D (the game) that at it's heart has to be supplied by the players instead. My players crept up on the goblins, hacked and slashed their way through the caves until they arrived at the back door to the hobgoblin caves and . . . then they knocked. From there the rest of the session was devoted to negotiating their way in to see the hobgoblin leader, arranging an alliance against the evil cultists, and the cleric of Pelor seducing the Warlord and then joining the ranks of her consorts. This was accomplished by no more than a handful of charisma and wisdom checks back and forth between the two sides. The rest of the time I was winging it. The system didn't aid or hinder the results in any way. It could have happened with any edition of D&D, or probably any RPG that's ever been published. Most of the talk about the rules is about the combat applications of the rules, because that's where the rules matter the most. In my opinion, the three pillars each have a different balance between rules and improvisation. Combat is mostly rules, interaction is mostly improvisation and exploration is somewhere in between. [/QUOTE]
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So its all about combat again?
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