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An apology for RPG combat (and why I love it)
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<blockquote data-quote="Mark CMG" data-source="post: 5638630" data-attributes="member: 10479"><p>You aren't really putting it another way since the general concensus is that RPG combat is good, though many seem to think that an RPG might want to be a little more RPGish in addition to combatty. Of course, much of what you describe aside from combat could use more RPing solutions and suggestions in an RPG and less focus on cut-to-the-chase dice rolling solutions simply to steer back to combat. We'll see if the minds behind 5E manage to surprise us with an evolved game that isn't just a new way to present combat and mechanics that seem to avoid RPing.</p><p></p><p>I think design teams for many RPGs, our local favorite included, find it easier to focus on combat in the rules. It's a comfort zone for design and though it seems to sell less and less and have a shorter and shorter edition cycle, it does make some money out of the gate, and maybe that's the safe way to approach things. But it's been done so many times I'm not sure a 5E can be enough if presented as merely a somewhat innovative look at how to create a combat system and tack just enough RP rules onto it to get away with calling it an RPG. I think most people expect more if they're going to shell out for yet another rendition with their favored brand slapped on it. Again, we'll see.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5638630, member: 10479"] You aren't really putting it another way since the general concensus is that RPG combat is good, though many seem to think that an RPG might want to be a little more RPGish in addition to combatty. Of course, much of what you describe aside from combat could use more RPing solutions and suggestions in an RPG and less focus on cut-to-the-chase dice rolling solutions simply to steer back to combat. We'll see if the minds behind 5E manage to surprise us with an evolved game that isn't just a new way to present combat and mechanics that seem to avoid RPing. I think design teams for many RPGs, our local favorite included, find it easier to focus on combat in the rules. It's a comfort zone for design and though it seems to sell less and less and have a shorter and shorter edition cycle, it does make some money out of the gate, and maybe that's the safe way to approach things. But it's been done so many times I'm not sure a 5E can be enough if presented as merely a somewhat innovative look at how to create a combat system and tack just enough RP rules onto it to get away with calling it an RPG. I think most people expect more if they're going to shell out for yet another rendition with their favored brand slapped on it. Again, we'll see. [/QUOTE]
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