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<blockquote data-quote="Einlanzer0" data-source="post: 6944489" data-attributes="member: 6788934"><p>This is literally one of the silliest arguments I've ever had in my life. The PHB itself states that "combat is the most structured element of a D&D session", as if it wasn't the most intuitively obvious thing in the universe skimming the basic rules. Even if you spend as much time in social engagements and exploration as you do in combat, the gameplay behind it is intentionally designed to be much softer and simpler, to facilitate a free-flowing theater-of-the-mind approach. Therefore, mechanics that are incorporated into the social and exploration parts of a standard game do not carry the same weight as mechanics incorporated into the combat aspects of the game, unless your DM goes out of their way to really de-emphasize combat and base a lot of large scale success-and-failure rules on singular skill or ability checks, which doesn't really seem like a great way to run sessions.</p><p></p><p>If exploration and social elements were really intended to be as big a part of the game as combat, then the rules for those things would be a lot more granular than they are. If you're in doubt, try rolling a character that's particularly good at the exploration/social game but can't contribute in combat. The only way that could work would be if there was a significant imbalance in both the frequency and difficulty of social/exploration activities relative to combat activity, which isn't the norm.</p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 6944489, member: 6788934"] This is literally one of the silliest arguments I've ever had in my life. The PHB itself states that "combat is the most structured element of a D&D session", as if it wasn't the most intuitively obvious thing in the universe skimming the basic rules. Even if you spend as much time in social engagements and exploration as you do in combat, the gameplay behind it is intentionally designed to be much softer and simpler, to facilitate a free-flowing theater-of-the-mind approach. Therefore, mechanics that are incorporated into the social and exploration parts of a standard game do not carry the same weight as mechanics incorporated into the combat aspects of the game, unless your DM goes out of their way to really de-emphasize combat and base a lot of large scale success-and-failure rules on singular skill or ability checks, which doesn't really seem like a great way to run sessions. If exploration and social elements were really intended to be as big a part of the game as combat, then the rules for those things would be a lot more granular than they are. If you're in doubt, try rolling a character that's particularly good at the exploration/social game but can't contribute in combat. The only way that could work would be if there was a significant imbalance in both the frequency and difficulty of social/exploration activities relative to combat activity, which isn't the norm. [/QUOTE]
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