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D&D Combat is fictionless
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<blockquote data-quote="Lyxen" data-source="post: 8425209" data-attributes="member: 7032025"><p>And they did well. For example, look at the number of people who, in 5e, complain that the encounter building system is not as precise as it used to be under 4e and even 3e (they are right, it's not as precise, lots of reasons for it but inevitable in my view, but it's another story).</p><p></p><p>Because of its wargaming past, D&D has always walked with one foot in the roleplaying arena, and the other in the fantasy battle one, and you can only have fantasy battles when they are somewhat balanced. The "level" thing is certainly artificial, but at least it gives a gradation of power that allows one to build characters with a reasonably accurate level of power.</p><p></p><p>You can't do that in games where all the parameters that you mention are decorrelated from each other. RQ is one of my favourite game ever, but trying to judge whether the opposition is balanced in case of a fight is an absolute nightmare, because it's totally swingy depending on the circumstances. you can have very offensive and very defensive characters physically, magically, tactically, in any sort of combination. And with a party with no really defined roles, as everyone can be good a random things and others at other, it's even harder to estimate.</p><p></p><p>So yes, there are drawbacks about the choices made my Gygax and Arneson, whereas Stafford and Perrin made very different choices, which resulted in very different games. But it's great, because in the end, depending on the type of game that you want to play, you have many options on the table. I would never play D&D in Glorantha (or in Rokugan, for example), just as I would certainly play RQ in Greyhawk (although the viking and japanese settings of RW were fantastic, with magic being fairly fantastic and low key).</p><p></p><p>Which brings me back full circle to this thread, D&D has been designed as an epic game, if you want to narrate it in true epic fashion, I think it's better to use something which is not too constraining in terms of rules, because you will need to improvise and the fewer rules you toss out of the window, the easier to understand and manage, that's all.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8425209, member: 7032025"] And they did well. For example, look at the number of people who, in 5e, complain that the encounter building system is not as precise as it used to be under 4e and even 3e (they are right, it's not as precise, lots of reasons for it but inevitable in my view, but it's another story). Because of its wargaming past, D&D has always walked with one foot in the roleplaying arena, and the other in the fantasy battle one, and you can only have fantasy battles when they are somewhat balanced. The "level" thing is certainly artificial, but at least it gives a gradation of power that allows one to build characters with a reasonably accurate level of power. You can't do that in games where all the parameters that you mention are decorrelated from each other. RQ is one of my favourite game ever, but trying to judge whether the opposition is balanced in case of a fight is an absolute nightmare, because it's totally swingy depending on the circumstances. you can have very offensive and very defensive characters physically, magically, tactically, in any sort of combination. And with a party with no really defined roles, as everyone can be good a random things and others at other, it's even harder to estimate. So yes, there are drawbacks about the choices made my Gygax and Arneson, whereas Stafford and Perrin made very different choices, which resulted in very different games. But it's great, because in the end, depending on the type of game that you want to play, you have many options on the table. I would never play D&D in Glorantha (or in Rokugan, for example), just as I would certainly play RQ in Greyhawk (although the viking and japanese settings of RW were fantastic, with magic being fairly fantastic and low key). Which brings me back full circle to this thread, D&D has been designed as an epic game, if you want to narrate it in true epic fashion, I think it's better to use something which is not too constraining in terms of rules, because you will need to improvise and the fewer rules you toss out of the window, the easier to understand and manage, that's all. [/QUOTE]
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