The Little Raven
First Post
Wyrmshadows said:Combat 70% of play!?!?!
There's a reason that D&D is known as one of the most combat-heavy RPGs on the market.
Wyrmshadows said:Combat 70% of play!?!?!
Gort said:Is it really D&D without combat? Roleplaying doesn't need any combat at all, and roleplaying doesn't really even need any rules. Are you even DMing a game of D&D if there's no use of the D&D rules in your game?
I've seen some (very unsatisfying) games in my time where players joined, made characters who were warriors or mages or so forth, and ended up just sitting around taverns or stumbling around cities aimlessly. Do players who make fighter characters in your game not feel a bit short-changed at such a small amount of combat?
Is it really D&D without combat?
I've seen some (very unsatisfying) games in my time where players joined, made characters who were warriors or mages or so forth, and ended up just sitting around taverns or stumbling around cities aimlessly. Do players who make fighter characters in your game not feel a bit short-changed at such a small amount of combat?
I think this is a matter of perspective, on many fronts.AllisterH said:The unit of play is no longer "over the course of an adventure" but "over the course of an encounter". Hell, I don't even think back in the days of 1E, the unit of play for most people was "adventure" but was a "one night session".
And the same should go for classes in D+D. Each class has its "thing" that it does well, and put 'em all together and you've got an adventuring party. However, it *has* to be made clear to all that not every class' "thing" is going to be in demand in every situation: it's a fact of life that sometimes you're the party's fifth wheel. As long as this isn't constantly happening to the same character, who cares?An earlier poster mentioned that in tabletop wargames, not all units are good for frontline combat but what is also true is that the units that ARE good for frontline combat tend also to be VERY poor support classes.
In a tabletop wargame, every unit has a role that it can call its own and some units can fill more than 1 role, but in a well-designed wargame, no unit of the same cost ("level") should fill multiple roles better than any other unit.
I love D&D combats. They are fun, challenging, and let characters (often PCs, sometimes the NPCsWyrmshadows said:Combat 70% of play!?!?!
Sometimes I wonder if I have been DMing D&D at all for all these years.![]()
I suppose this is what I most dread about what I am inferring about 4e's design decisions. Combat is all and if that is the way the game is meant to be played I would argue in favor of making damn sure that all classes were combat optimized. To be honest I wouldn't want to ruin everyone's fun by denying them ultimate utility in nearly all combat situations if most people are actually playing D&D this way.
However, I have DM'd plenty of sessions where there was only 1 battle and a large number of sessions where no combats took place instead being replaced with social interactions and various other non-combat related activities. It isn't that combat optimization wasn't important, it was just that other things such as character development, investigation, attending to one's lands and castle, dealing with intrigues, etc. often meant more.
No one spoke of builds...and none of my players speak in those terms even now...but instead created a character concept and then chose the class, feats, background necessary to make said character concept come to life in all aspects of the game and not just in an infinite dungeon environment.
I could never DM a game that was that combat heavy because I would be bored to tears. That much dice rolling would make me feel as if I were playing monopoly or some board game as opposed to a role-playing game. My enjoyment comes from role-playing NPCs, telling stories, creating intrigues and plot hooks, and making the players feel like "hey that place seems real and my character does too."
Well, I share the hope, and if you're willing to use rules for non-combat situations, I guess D&D 4 will indeed be better (assuming that the social encounter rules don't suckIf that is how folks want to play, have at it. If for some reason the game funneled my DMing style into this mode when I was a younger, more impressionable DM who believed that "official" actually meant more than some other experienced DM's opinion I would have quit DMing or playing D&D long ago.
Hopefully 4e can, with some ease, support playstyles that are often 20%-35% combat.
Henry said:I'm not sure why not? SR means you've wasted an entire round's worth of actions, if not more depending on if you don't have many conjuration spells prepped or known.
Reynard said:What archetypical situation are you talking about? The rogues ability to do an extra Xd6 damage isn't archetypical. It didn't even exist prior to 3E. Getting "back stab" damage multipliers took work in 1E and 2E. There is no "sneak attack" archetypical ability, at least insofar as it was represented in 3E.
Dannyalcatraz said:Agreed 100%.
My example of the acid flinging rogue was just an example of what a particular rogue could do at a particular point in time. As others point out, as he advances in levels, he becomes more able to UMD. His scouting ability gives the party the intelligence to optimize their choices for upcoming encounters.
He doesn't need to be able to drop the nastiest beast in EVERY encounter with a single blow- its enough that he's capable of doing that in most cases.