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Are D&D rulebooks stuck in the 70's?
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<blockquote data-quote="Saeviomagy" data-source="post: 809403" data-attributes="member: 5890"><p>I think that there's been a mistake made here:</p><p></p><p>The half-orc's penalties and bonuses are balanced in the way they are because the RULES for non combat are less important than the RULES for combat.</p><p></p><p>(Actually, replace "combat" and "non combat" with "physical" and "non physical" - strength also affects jumping, lifting, swimming etc.)</p><p></p><p>That's not to say that the style of the game is weighted one way or the other, just that while, for instance, a trap can be negotiated in at least a dozen different ways (just avoiding it, disarming it, sending some bait in to trigger it, nullifying it in some other creative way which will be largely dice-free, etc etc), a man with a knife and a grudge is pretty much relegated to fight or flee. Furthermore, even if a non-stat based solution is arrived at (ie - a cunning plan), chances are that some element of it will STILL be physical - something will need to be moved, broken, jumped across etc.</p><p></p><p>Social interaction is one possible solution to SOME problems. Physical interaction is likely to be a possible solution to ALMOST ANY problem, unless we're talking about a highly contrived situation where the players have no real choice as to their method of resolution (ie - the 'real roleplayer' analogue of enemies that refuse to negotiate under any circumstances). Typically even this solution is backed up by some physical force (no, you can't kill or torture the king. He's got lots of guards. They're all strong and healthy).</p><p></p><p>So the half-orc's shortcomings can be avoided (sneaking about, beating the right people up and in general seeking physical solutions to problems), while his bonuses are likely to apply with minimal choice - ie they will usually apply in some way.</p><p></p><p>Whereas the race with a +2 bonus to charisma will ALWAYS find situations which he won't be able to turn to his advantage, on a regular basis. He can't negotiate with the sucking chest wound from that ambush. He can't always talk the door open. He can't always get the henchman to hand over the info, even if he does move his reaction up to helpful.</p><p></p><p>If he's got a strength penalty, then he'll find himself in many situations where that has an effect. He can't climb into the boudoir. He can't leap to safety. He can't kick in the door to make an impressive entrance. In fact the only situation where he IS going to avoid being disadvantaged is that exact same contrived situation that punishes those with anything other than social skills.</p><p></p><p>And a game which has those sorts of contrived situations on a regular basis is:</p><p>a) Severely lacking in verisimilitude.</p><p>b) Really boring for almost any player - I'd wager even pure RPers would get bored when the answer to every single problem is "go talk to someone".</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 809403, member: 5890"] I think that there's been a mistake made here: The half-orc's penalties and bonuses are balanced in the way they are because the RULES for non combat are less important than the RULES for combat. (Actually, replace "combat" and "non combat" with "physical" and "non physical" - strength also affects jumping, lifting, swimming etc.) That's not to say that the style of the game is weighted one way or the other, just that while, for instance, a trap can be negotiated in at least a dozen different ways (just avoiding it, disarming it, sending some bait in to trigger it, nullifying it in some other creative way which will be largely dice-free, etc etc), a man with a knife and a grudge is pretty much relegated to fight or flee. Furthermore, even if a non-stat based solution is arrived at (ie - a cunning plan), chances are that some element of it will STILL be physical - something will need to be moved, broken, jumped across etc. Social interaction is one possible solution to SOME problems. Physical interaction is likely to be a possible solution to ALMOST ANY problem, unless we're talking about a highly contrived situation where the players have no real choice as to their method of resolution (ie - the 'real roleplayer' analogue of enemies that refuse to negotiate under any circumstances). Typically even this solution is backed up by some physical force (no, you can't kill or torture the king. He's got lots of guards. They're all strong and healthy). So the half-orc's shortcomings can be avoided (sneaking about, beating the right people up and in general seeking physical solutions to problems), while his bonuses are likely to apply with minimal choice - ie they will usually apply in some way. Whereas the race with a +2 bonus to charisma will ALWAYS find situations which he won't be able to turn to his advantage, on a regular basis. He can't negotiate with the sucking chest wound from that ambush. He can't always talk the door open. He can't always get the henchman to hand over the info, even if he does move his reaction up to helpful. If he's got a strength penalty, then he'll find himself in many situations where that has an effect. He can't climb into the boudoir. He can't leap to safety. He can't kick in the door to make an impressive entrance. In fact the only situation where he IS going to avoid being disadvantaged is that exact same contrived situation that punishes those with anything other than social skills. And a game which has those sorts of contrived situations on a regular basis is: a) Severely lacking in verisimilitude. b) Really boring for almost any player - I'd wager even pure RPers would get bored when the answer to every single problem is "go talk to someone". [/QUOTE]
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