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General Tabletop Discussion
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Worlds of Design: A Worthy End?
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<blockquote data-quote="KYRON45" data-source="post: 9230568" data-attributes="member: 6994040"><p>While I don't have numbers and can't site any sources; it would seem that rules for combat takes up the lionshare of the word count in every version of D&D even if you don't count the wordiness of spell descriptions. I would assume that the game intends combat to be a means to an end. The worthiness of that end is for each of us to decide when the end is achieved. Could you have achieved the end without combat and would it be something you could have done based on how you built your character?</p><p></p><p>In my limited experience with RPGs (on and off for 40 years) characters built for combat either can or can't do what they set out to based on the math of any given situation. If you built a character to avoid combat with say diplomacy or sweet talk the end seems very much dependant on the DMs ability to process that situation. We all know that when either combatant is reduced to 0hp; one side has "won"...the end. It's more difficult to determine the outcome of a situation based on a clash of personalities. This is especially the case if the players themselves aren't wired for social "combat" and as such end up rolling a skill check.</p><p></p><p>Is a 60 second skill check to overcome a situation more "worthy" than a 60 min combat with thrills and spills and jokes and memorable quotes etc?</p><p></p><p>TLDR: D&D is a combat simulator no matter how hard we try to insinuate that it isn't. Most "social combat" rules end up not being much fun.</p></blockquote><p></p>
[QUOTE="KYRON45, post: 9230568, member: 6994040"] While I don't have numbers and can't site any sources; it would seem that rules for combat takes up the lionshare of the word count in every version of D&D even if you don't count the wordiness of spell descriptions. I would assume that the game intends combat to be a means to an end. The worthiness of that end is for each of us to decide when the end is achieved. Could you have achieved the end without combat and would it be something you could have done based on how you built your character? In my limited experience with RPGs (on and off for 40 years) characters built for combat either can or can't do what they set out to based on the math of any given situation. If you built a character to avoid combat with say diplomacy or sweet talk the end seems very much dependant on the DMs ability to process that situation. We all know that when either combatant is reduced to 0hp; one side has "won"...the end. It's more difficult to determine the outcome of a situation based on a clash of personalities. This is especially the case if the players themselves aren't wired for social "combat" and as such end up rolling a skill check. Is a 60 second skill check to overcome a situation more "worthy" than a 60 min combat with thrills and spills and jokes and memorable quotes etc? TLDR: D&D is a combat simulator no matter how hard we try to insinuate that it isn't. Most "social combat" rules end up not being much fun. [/QUOTE]
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