"From the rogue/ sneak attack thread, it just slapped me in the face how combat is incredibly over-valued in the rulebooks....
I wish Wizards would get in step with what the 21st century is doing with roleplaying.... you know, ROLEPLAYING?!"
I think you have a premise problem.
I don't buy the premise that somehow combat and roleplaying are exclusory, that the more you have of one the less you have of the other.
Having a more detailed combat resolution system makes sense from a very simple standpoint... most of your players have little to no experience in combat and how it works and so they need rules and mechanics to help them resolve those tasks. These rules needs to work reasonably well not only in giving the players an understandable mechanic but also in giving them benchmarks to enable them to estimate the outcome ahead of time... ie balance is important.
Having less detailed rules (the basic skill system) for resolving social interactions, romances and the like because their players have at least a little more knowledge of these. In many games, rules provided for these won't even be used in lieu of just "running with it."
In DND, the rules seem to have done a decent job with giving mechanics where mechanics were needed and less where less is needed.
I don't think this puts them in the 70's or the 90's, and so forth, at all. it just means they did have a decent understanding of their audience and the needs.
I wish Wizards would get in step with what the 21st century is doing with roleplaying.... you know, ROLEPLAYING?!"
I think you have a premise problem.
I don't buy the premise that somehow combat and roleplaying are exclusory, that the more you have of one the less you have of the other.
Having a more detailed combat resolution system makes sense from a very simple standpoint... most of your players have little to no experience in combat and how it works and so they need rules and mechanics to help them resolve those tasks. These rules needs to work reasonably well not only in giving the players an understandable mechanic but also in giving them benchmarks to enable them to estimate the outcome ahead of time... ie balance is important.
Having less detailed rules (the basic skill system) for resolving social interactions, romances and the like because their players have at least a little more knowledge of these. In many games, rules provided for these won't even be used in lieu of just "running with it."
In DND, the rules seem to have done a decent job with giving mechanics where mechanics were needed and less where less is needed.
I don't think this puts them in the 70's or the 90's, and so forth, at all. it just means they did have a decent understanding of their audience and the needs.