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On races - I dunno. Why not focus on the stuff that should actually matter? Society, history, culture. The stuff that actually makes a difference between an elf and a halfling?

1. Supposedly people call those things straightjackets.
2. "My Elf grew up among the Dwarves."
3. Wizards doesnt care to be in the business of developing and defining cultures and societies it seems.

So instead, lets have them provide concepts like the Eladrin, or Autognomes, and various other interesting species.
 

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This isn't a mechanic in D&D that is used to resolve combat.

As said to the other, reread the conversation. You're missing the context that this is all about distinguishing between rules and content; the core mechanic of DND is a capital-R Rule. Combat rules are Content.

As such, how Combat is resolved is immaterial to the Rule being discussed. You don't need the Combat content to resolve a combat situation, you only need the Rule.

The additional lowercase-r rules of combat are Content meant to make resolving that situation more interesting and granular. But it isn't needed and it does not matter; the game doesn't go away if you get rid of them, because the Rule is still there.
 

As said to the other, reread the conversation. You're missing the context that this is all about distinguishing between rules and content; the core mechanic of DND is a capital-R Rule. Combat rules are Content.

As such, how Combat is resolved is immaterial to the Rule being discussed. You don't need the Combat content to resolve a combat situation, you only need the Rule.

The additional lowercase-r rules of combat are Content meant to make resolving that situation more interesting and granular. But it isn't needed and it does not matter; the game doesn't go away if you get rid of them, because the Rule is still there.
Sure, you can run a combat in a game of D&D without using the combat rules, but then you aren't, you know, using the rules. I suppose you're technically correct, but only in a somewhat trivial kind of way IMO. Your contention that the combat mechanics are somehow not rules is nonsensical. It's also not the case that opposed rolls going high is a mechanic of any kind in D&D as written, and it certainly isn't some sort of core foundational mechanic. Whether or not you think the combat rules are necessary has nothing to do with the fact there are combat rules, and that those rules are perhaps the foundational part of how D&D is played, next to the basic skills check mechanic. What you find necessary or interesting or think is needed doesn't change the game rules.

It is certainly true that the same basic d20 mechanic (more or less) is the randomizer at the heart of both general adjudication and combat adjudication. In order for your statement to be accurate you need to remove hit points, initiative, several key parts of various class abilities, the armour class system and a whole bunch of other things. It isn't a contentious or even debatable point that combat is the most detailed part of the mechanical chassis of D&D. You take all that out, which you certainly can, you can still play that RPG, but you aren't playing Dungeons and Dragons anymore. Perhaps that's where you were going? I'm not sure.

The issue here isn't context, it's that your contention about the nature of the rules is one that many people will disagree with for specific and rational reasons. Saying you don't need the D&D combat rules to adjudicate or resolve combat in D&D is nonsensical.
 

Sure, you can run a combat in a game of D&D without using the combat rules, but then you aren't, you know, using the rules. I suppose you're technically correct, but only in a somewhat trivial kind of way IMO. Your contention that the combat mechanics are somehow not rules is nonsensical. It's also not the case that opposed rolls going high is a mechanic of any kind in D&D as written, and it certainly isn't some sort of core foundational mechanic. Whether or not you think the combat rules are necessary has nothing to do with the fact there are combat rules, and that those rules are perhaps the foundational part of how D&D is played, next to the basic skills check mechanic. What you find necessary or interesting or think is needed doesn't change the game rules.

It is certainly true that the same basic d20 mechanic (more or less) is the randomizer at the heart of both general adjudication and combat adjudication. In order for your statement to be accurate you need to remove hit points, initiative, several key parts of various class abilities, the armour class system and a whole bunch of other things. It isn't a contentious or even debatable point that combat is the most detailed part of the mechanical chassis of D&D. You take all that out, which you certainly can, you can still play that RPG, but you aren't playing Dungeons and Dragons anymore. Perhaps that's where you were going? I'm not sure.

The issue here isn't context, it's that your contention about the nature of the rules is one that many people will disagree with for specific and rational reasons. Saying you don't need the D&D combat rules to adjudicate or resolve combat in D&D is nonsensical.

You're not engaging what I said at all. Do feel free to try again.
 


None of this matters. You roll to win the fight.

And it's telling you're confused if you think DNDs core resolution roll has anything to do with "attacking".
So I went further back reread, just to be fair. I haven't changed my mind. The statement above is manifestly incorrect. Disagreeing with your hot take isn't 'not engaging' or 'not understanding'. You are simply incorrect.
 


I dont think its really about power, or archetypes, or imbalance, or pillars, at all.

I think its about being able to dictate the narrative effect, in game terms, to a degree other classes are able to do so.
 

Easily. You roll, I roll. Highest wins.

Its a resolution mechanic. Thats all it ever has been.
Whoever rolls highest is not always the one who wins in D&D. Tactics matter a great deal for who wins a combat, good tactics can overcome bad rolling and bad tactics can destroy a group even if it rolls well.
 

So I went further back reread, just to be fair. I haven't changed my mind. The statement above is manifestly incorrect. Disagreeing with your hot take isn't 'not engaging' or 'not understanding'. You are simply incorrect.

That cherry picked statement isn't the whole of my argument and you know it.

Either engage what Ive said or back off.

Whoever rolls highest is not always the one who wins in D&D. Tactics matter a great deal for who wins a combat, good tactics can overcome bad rolling and bad tactics can destroy a group even if it rolls well.

Again, context. People really need to stop cherry picking statements to attack.
 

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