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Didn’t Mike Mearls propose a one-roll combat encounter?
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<blockquote data-quote="overgeeked" data-source="post: 8630622" data-attributes="member: 86653"><p>Because it's fun to be surprised. That's what the dice are for. I don't know what should happen, so roll to find out.</p><p></p><p>Exactly. Why bother with an hour of endless rolls just to get to the foregone conclusion? Just make one roll each and skip to the end. A string of great rolls by the monsters and crap rolls by the PCs will give you that roughly 5% of the time the PCs don't simply win. Anything more than that is pointlessly drawing things out for the sake of drawing them out. Skip it.</p><p></p><p>For everything else. Literally everything else. Exploration, roleplaying, playing to find out, social interaction, surprise, friendship, world-building, etc. Sorry. I just find combat to the single most boring part of the game.</p><p></p><p>If you'd like. But I'm not here for a story game or telling collaborative stories, I'm here to play a game. Set in a fictional world. If there's any story to be had it evolves naturally out of the interaction between the players, their characters, the world and monsters as run by the DM, and the roll of the dice. I don't buy into the notion that the DM is some grand storyteller and the players are there to either screw up the DM's story or to passively be told a story by the DM.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8630622, member: 86653"] Because it's fun to be surprised. That's what the dice are for. I don't know what should happen, so roll to find out. Exactly. Why bother with an hour of endless rolls just to get to the foregone conclusion? Just make one roll each and skip to the end. A string of great rolls by the monsters and crap rolls by the PCs will give you that roughly 5% of the time the PCs don't simply win. Anything more than that is pointlessly drawing things out for the sake of drawing them out. Skip it. For everything else. Literally everything else. Exploration, roleplaying, playing to find out, social interaction, surprise, friendship, world-building, etc. Sorry. I just find combat to the single most boring part of the game. If you'd like. But I'm not here for a story game or telling collaborative stories, I'm here to play a game. Set in a fictional world. If there's any story to be had it evolves naturally out of the interaction between the players, their characters, the world and monsters as run by the DM, and the roll of the dice. I don't buy into the notion that the DM is some grand storyteller and the players are there to either screw up the DM's story or to passively be told a story by the DM. [/QUOTE]
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Didn’t Mike Mearls propose a one-roll combat encounter?
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