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<blockquote data-quote="Herremann the Wise" data-source="post: 4593568" data-attributes="member: 11300"><p>Hi Evil DM,</p><p></p><p>Interesting discussion.</p><p></p><p>I suppose if you look at it from the point of view of "fun", then perhaps most players feel that structured combat is "fun" while unstructured/semi-constructed non-combat is "fun". The preference is to not overly structure roleplaying/exploration while keeping combat carefully structured.</p><p></p><p>From my own perspective, I prefer freeform roleplaying for non-combat encounters because it keeps the flow of the action going. To overly codify this means stiltifying the process which to me is not as enjoyable.</p><p></p><p>However in answer to your perspective on non-combat encounters, perhaps you could change your frame of reference to view non-combat similarly to combat. For example let's take the getting past the guard thing. Most likely a couple of rolls here on the PCs part and a single roll on the guards to notice the PC. Is this the entire non-combat encounter? No, it is like a round of combat, not the entire encounter. If the rest of the non-combat encounter includes jumping over a pit, finding and disarming a trap and then quickly finding the McGuffin before the sleeping monster wakes up, and then retreating back again, <em>then</em> you have the entire non-combat encounter with its multitude of rolls and variety of decision points.</p><p></p><p>Skill challenges while appearing similar rely very much on the imagination of the players to make them interesting. With a group of players who prefer mini-combat, chances are that all you're going to have is an extended dice rolling process that was most probably better adjudicated with a single roll in the first place.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4593568, member: 11300"] Hi Evil DM, Interesting discussion. I suppose if you look at it from the point of view of "fun", then perhaps most players feel that structured combat is "fun" while unstructured/semi-constructed non-combat is "fun". The preference is to not overly structure roleplaying/exploration while keeping combat carefully structured. From my own perspective, I prefer freeform roleplaying for non-combat encounters because it keeps the flow of the action going. To overly codify this means stiltifying the process which to me is not as enjoyable. However in answer to your perspective on non-combat encounters, perhaps you could change your frame of reference to view non-combat similarly to combat. For example let's take the getting past the guard thing. Most likely a couple of rolls here on the PCs part and a single roll on the guards to notice the PC. Is this the entire non-combat encounter? No, it is like a round of combat, not the entire encounter. If the rest of the non-combat encounter includes jumping over a pit, finding and disarming a trap and then quickly finding the McGuffin before the sleeping monster wakes up, and then retreating back again, [I]then[/I] you have the entire non-combat encounter with its multitude of rolls and variety of decision points. Skill challenges while appearing similar rely very much on the imagination of the players to make them interesting. With a group of players who prefer mini-combat, chances are that all you're going to have is an extended dice rolling process that was most probably better adjudicated with a single roll in the first place. Best Regards Herremann the Wise [/QUOTE]
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