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AngryGM: Tweaking the core of D&D 5e
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<blockquote data-quote="CapnZapp" data-source="post: 7069161" data-attributes="member: 12731"><p>Until then, here's something else to discuss:</p><p></p><p>"Until you dig into option rules in the DMG, D&D doesn’t really include specific rules or systems for modes of play outside of combat. When you enter a stealth scene or a survival scene or an exploration scene or an interaction scene, there’s no special overlay of rules that do what the combat rules do."</p><p><em>From the Long, Rambling Intro post</em></p><p></p><p>That's true. If a game's rules are 90% about combat (and becoming better at killing stuff), assume the game is 90% about combat.</p><p></p><p>That idea that D&D has three roughly equal pillars (combat, social and exploration) is complete hogwash. In a game where "there's a spell for that" as soon as the challenge involves talking (Charm Person, Detect Evil etc) and finding (Create Food and Drink, Find the Path etc), I don't buy it.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7069161, member: 12731"] Until then, here's something else to discuss: "Until you dig into option rules in the DMG, D&D doesn’t really include specific rules or systems for modes of play outside of combat. When you enter a stealth scene or a survival scene or an exploration scene or an interaction scene, there’s no special overlay of rules that do what the combat rules do." [I]From the Long, Rambling Intro post[/I] That's true. If a game's rules are 90% about combat (and becoming better at killing stuff), assume the game is 90% about combat. That idea that D&D has three roughly equal pillars (combat, social and exploration) is complete hogwash. In a game where "there's a spell for that" as soon as the challenge involves talking (Charm Person, Detect Evil etc) and finding (Create Food and Drink, Find the Path etc), I don't buy it. [/QUOTE]
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AngryGM: Tweaking the core of D&D 5e
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