I'm confused. Yes, there's all sorts of feinting and parrying and such in real sword fighting, but that's not part of D&D. All that stuff is abstracted away in the game. The decisions you actually make are the ones I described: choosing which square to stand in, choosing which target to attack, weighing the trade-off between provoking an opportunity attack and moving yourself to a better position, choosing which spell to cast, etc.
That's tautological though; its not part of D&D because they decided not to do it. There's no internal logic for doing climbing and swimming by descriptive decisions that wouldn't work just as well with combat.
That was my point; if you don't need to have mechanics for climbing or swimming, you don't need them for combat either. If you're going to draw a line, drawing one between physical activities and mental/social ones can make some sense, but drawing it between different physical activity doesn't. Its, at best, just naked preference with no internal logic to it.
Well, you'd be wrong. I've thought about it a LOT. (Also, I'd love to hear your thinking on these topics, but I find conjectures about my own to be unnecessary.)
I'm sorry and I sincerely don't want to be offensive, but unless its a case of "I know so much about it that I'd have trouble designing a systemic approach to it that wouldn't be excessive" (which can absolutely be a problem with systems designed by people extremely knowledgable in a field; its why usually the best thing to do when someone starts getting overly antsy about how hacking or similar systems in SF gamesare done, who are coming from a position of knowledge is to ignore them, because they're running into problems with any abstraction at all rather than with how the abstraction is done in the majority of cases), I'm finding it simply impossible to square "I know a lot about rock climbing, but can't think of a useful interactive way to mechanic that" when I can think of ways to do that with
swimming where there's a lot less situational decisions to make. Call it the limits of my imagination if you prefer.
I could offer lots of examples that are somewhat analogous to the feinting/parrying/etc. examples in combat, but...again...that's not what is modeled by most RPGs (at least in D&D derived RPGs, which is the forum we're in).
It is, however, how you'd need to do it if you wanted descriptive narration to do the lifting the way some people seem to think would have been appropriate back in the day. My only point was "Yes, you could do that, the same way you could do it with combat." That we don't do that (at least to those degrees) was rather my point.
We could lay out...or create random tables for, or even write software to automatically generate...climbing "routes" that required genuine decision points. An example of a decision point could be the choice between grabbing an easy hold that looks like it might be loose, or dynoing past it for the ledge, but risk missing. Or between a friction move requiring finesse or a brute force one-handed pull-up. Or a resource decision: do I put in a piton now, or save it for later when I might need it more?
Yup. That's the kind of thing I'm saying it seems some people wanted to do with climbing if they didn't want some kind of resolution mechanic.
But all of those are still an individual making decisions, and the cliff is not responding to those decisions. It would still miss what makes combat engaging in RPGs: a team of people all contributing to the group effort, opponents making their own decisions, all those dice rolls smoothing out the curve to mitigate lucky and unlucky rolls, and the situation evolving turn-by-turn because of those decisions and their outcomes.
I'd find that a little more credible if D&D hadn't been from day one so incredibly
non-interactive in how it ran the defensive end of combat, especially in the OD&D days. There were no defensive rolls, and really no defensive choices short of "run away" once you engaged. You were effectively standing there with two relevant traits: your AC and your hit points. There was no decisions to make.
There
are games that are more interactive than that, but OD&D in particular was certainly not one of them.
So, sure, it could be a clever mini-game within the game, but more like a board game and not like an RPG.
I think you're privledging RPG mechanics over board game mechanics in a way I don't think stands up.