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So its all about combat again?
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<blockquote data-quote="Derren" data-source="post: 5935030" data-attributes="member: 2518"><p>I disagree. You seem to confuse non combat interaction with role playing. You can role play in any system by "winging it", but that doesn't mean that it supports things besides combat.</p><p></p><p>You said it yourself, the system did not help you in any way. But it certainly does help you with combat. And this is the problem. So what makes D&D different than a tabletop like Necromunda with permanent character sheets? The only things older editions supported was combat. Everything else was reduced to "roll some fitting skill checks and make it up" (with different editions having a more or less complex skills). But as far as the rules are written they expect you to spend most of the game time in combat.</p><p>And I disagree also that combat "matters most". It does when you write your adventures combat heavy (hacking through a dungeon). In a political adventure combat matters a lot less and social interaction decides over your success or even live and dead. In a thief campaign it becomes more about stealth, etc.</p><p></p><p>Why must planning an epic heist (D&D version of Ocean's 11) be done by free forming with a few skill checks while combat receives dozens or even more than a hundred of pages of attention? Why shouldn't interaction with the game world apart from combat not also get some attention from the rules? </p><p></p><p>The D&D rule books were always full of combat rules, so guess what players and DM do in the game. 3E had, for D&D, a pretty high % of non combat rules in it (mostly spells though but also a bigger skill system). Sadly instead of improving that system it got slashed. How detailed will the non combat interaction be in 5E?</p><p></p><p>So far it looks better than feared (more detailed than 4E). But in the end it is too early to judge it.</p></blockquote><p></p>
[QUOTE="Derren, post: 5935030, member: 2518"] I disagree. You seem to confuse non combat interaction with role playing. You can role play in any system by "winging it", but that doesn't mean that it supports things besides combat. You said it yourself, the system did not help you in any way. But it certainly does help you with combat. And this is the problem. So what makes D&D different than a tabletop like Necromunda with permanent character sheets? The only things older editions supported was combat. Everything else was reduced to "roll some fitting skill checks and make it up" (with different editions having a more or less complex skills). But as far as the rules are written they expect you to spend most of the game time in combat. And I disagree also that combat "matters most". It does when you write your adventures combat heavy (hacking through a dungeon). In a political adventure combat matters a lot less and social interaction decides over your success or even live and dead. In a thief campaign it becomes more about stealth, etc. Why must planning an epic heist (D&D version of Ocean's 11) be done by free forming with a few skill checks while combat receives dozens or even more than a hundred of pages of attention? Why shouldn't interaction with the game world apart from combat not also get some attention from the rules? The D&D rule books were always full of combat rules, so guess what players and DM do in the game. 3E had, for D&D, a pretty high % of non combat rules in it (mostly spells though but also a bigger skill system). Sadly instead of improving that system it got slashed. How detailed will the non combat interaction be in 5E? So far it looks better than feared (more detailed than 4E). But in the end it is too early to judge it. [/QUOTE]
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So its all about combat again?
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