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General Tabletop Discussion
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Combat vs. Role-playing
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<blockquote data-quote="NewfieDave" data-source="post: 3949956" data-attributes="member: 56969"><p>Combat will always be more prominent than roleplaying in D&D. Think about it from a developer's point of view: is it easier to design combat mechanics or roleplaying mechanics? Combat is much easier to design for because it asks very specific questions which place restrictions on your design process. Roleplaying has endless possible design outcomes limited only by your imagination.</p><p></p><p>This makes roleplaying's appeal highly subjective. I've met people who really put their heart and soul into roleplaying their character, but they were a pain in the backside to deal with at the gaming table. Rolling a dice to determine whether you hit something is a mechanic everybody can get behind. Trying to force any kind of roleplaying to be hard wired into the rules means telling your customers "This is how roleplaying is done", and many of them will be turned off by this.</p><p></p><p>So the best bet is to design around combat, an area where WotC excels. Let the individual gaming groups decide what kind of roleplaying is best for them, and give them a solid set of mechanics to represent the physics of the game.</p></blockquote><p></p>
[QUOTE="NewfieDave, post: 3949956, member: 56969"] Combat will always be more prominent than roleplaying in D&D. Think about it from a developer's point of view: is it easier to design combat mechanics or roleplaying mechanics? Combat is much easier to design for because it asks very specific questions which place restrictions on your design process. Roleplaying has endless possible design outcomes limited only by your imagination. This makes roleplaying's appeal highly subjective. I've met people who really put their heart and soul into roleplaying their character, but they were a pain in the backside to deal with at the gaming table. Rolling a dice to determine whether you hit something is a mechanic everybody can get behind. Trying to force any kind of roleplaying to be hard wired into the rules means telling your customers "This is how roleplaying is done", and many of them will be turned off by this. So the best bet is to design around combat, an area where WotC excels. Let the individual gaming groups decide what kind of roleplaying is best for them, and give them a solid set of mechanics to represent the physics of the game. [/QUOTE]
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