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<blockquote data-quote="Campbell" data-source="post: 7809269" data-attributes="member: 16586"><p>I will try to use as natural of language as I can although I prefer precise language.</p><p></p><p>The point is that within the context of combat encounter in Fifth Edition as well as most mainstream games the decision making process of both players and DMs is colored by all sorts of mechanical considerations that have no direct correspondence to what is happening in the narrative. Things like action economy, where you are in the initiative order, discrete mechanical bits, hit points, long and short rest rationing with no connection to the fiction, and who goes next in the initiative order all affect the decisions players make because they have impact on the mechanical results of player actions. On the GM side things like monster stats and all those discrete mechanics.</p><p></p><p>Now imagine a world where we had none of that. Imagine if we treated violent confrontations just like we treat sneaking past an orc encampment. Imagine if instead of attacks of opportunity and movement rates and the like if when I declared that my character rushed past two orcs and charged the shaman in order to cut him off from the other orcs you determined if it has a chance of success and then had me roll a Strength (Melee) ability check and told me what happens just based on what was going on in the narrative and what I am trying to do (goal and approach) instead of a plethora of purely mechanical concerns .</p><p></p><p>That is the distinction I am making.</p><p></p><p>Not that there is anything wrong with those mechanical considerations. Sometimes I love them mechanics.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7809269, member: 16586"] I will try to use as natural of language as I can although I prefer precise language. The point is that within the context of combat encounter in Fifth Edition as well as most mainstream games the decision making process of both players and DMs is colored by all sorts of mechanical considerations that have no direct correspondence to what is happening in the narrative. Things like action economy, where you are in the initiative order, discrete mechanical bits, hit points, long and short rest rationing with no connection to the fiction, and who goes next in the initiative order all affect the decisions players make because they have impact on the mechanical results of player actions. On the GM side things like monster stats and all those discrete mechanics. Now imagine a world where we had none of that. Imagine if we treated violent confrontations just like we treat sneaking past an orc encampment. Imagine if instead of attacks of opportunity and movement rates and the like if when I declared that my character rushed past two orcs and charged the shaman in order to cut him off from the other orcs you determined if it has a chance of success and then had me roll a Strength (Melee) ability check and told me what happens just based on what was going on in the narrative and what I am trying to do (goal and approach) instead of a plethora of purely mechanical concerns . That is the distinction I am making. Not that there is anything wrong with those mechanical considerations. Sometimes I love them mechanics. [/QUOTE]
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