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Do you "roleplay" in non-TTRPG Games?
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<blockquote data-quote="stonehead" data-source="post: 9788975" data-attributes="member: 7047885"><p>I didn't explain it well, but and important part of my example was the way that 5E movement costs either nothing, or an entire turn, with a bright line in between. If the Ogre is 25 feet away, it can charge you, then attack as if it started its turn adjacent to you. If it's 35 ft away though, then it has to spend an entire turn doing nothing but closing the distance. The thought process of "Let me step back 10 feet, because then he'll waste an entire turn, instead of nothing" doesn't seem like roleplaying, because it's interacting with the turn structure in a very mechanical way. If it was just "Shoot and make him come to us" then I would agree with you that it's just good tactics.</p><p></p><p>It's a good point that roleplaying shouldn't be framed as a competition, I just couldn't think of another way to say that it's not a black-and-white either you're roleplaying, or you aren't. Just as a gut instinct, if roleplaying results in optimal game tactics, it <em>feels</em> less like roleplaying than inefficient tactics do.</p><p></p><p></p><p>I agree, but I do think this comes down to genre convention as much as it does meta-gaming. Jumping down a four story building and suffering minimal injury is very unrealistic, but it would be fine in a superhero game or action movie. If anything, it could reinforce that your character is impulsive and reckless.</p><p></p><p>Math'ing out the damage to find the optimal move definitely doesn't feel like roleplaying to me either.</p><p></p><p>5E does a lot of work to tear down that wall when compared to 3, 3.5, and 4, too. That's why the rules are so vague, and there are so many questions online about what should and shouldn't give advantage.</p><p></p><p>It's ultimately a comprimise. Flat free movement distances and linear fall damage calculations both simplify the game, making it easier to play, at the expense of some depth and realism.</p></blockquote><p></p>
[QUOTE="stonehead, post: 9788975, member: 7047885"] I didn't explain it well, but and important part of my example was the way that 5E movement costs either nothing, or an entire turn, with a bright line in between. If the Ogre is 25 feet away, it can charge you, then attack as if it started its turn adjacent to you. If it's 35 ft away though, then it has to spend an entire turn doing nothing but closing the distance. The thought process of "Let me step back 10 feet, because then he'll waste an entire turn, instead of nothing" doesn't seem like roleplaying, because it's interacting with the turn structure in a very mechanical way. If it was just "Shoot and make him come to us" then I would agree with you that it's just good tactics. It's a good point that roleplaying shouldn't be framed as a competition, I just couldn't think of another way to say that it's not a black-and-white either you're roleplaying, or you aren't. Just as a gut instinct, if roleplaying results in optimal game tactics, it [I]feels[/I] less like roleplaying than inefficient tactics do. I agree, but I do think this comes down to genre convention as much as it does meta-gaming. Jumping down a four story building and suffering minimal injury is very unrealistic, but it would be fine in a superhero game or action movie. If anything, it could reinforce that your character is impulsive and reckless. Math'ing out the damage to find the optimal move definitely doesn't feel like roleplaying to me either. 5E does a lot of work to tear down that wall when compared to 3, 3.5, and 4, too. That's why the rules are so vague, and there are so many questions online about what should and shouldn't give advantage. It's ultimately a comprimise. Flat free movement distances and linear fall damage calculations both simplify the game, making it easier to play, at the expense of some depth and realism. [/QUOTE]
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