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General Tabletop Discussion
*TTRPGs General
Expanding D&D adventures past mere combat
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<blockquote data-quote="nothing to see here" data-source="post: 2516431" data-attributes="member: 16432"><p>Great post Merric! While I love the D&D ruleset, the main problem I have with it regarding non-combat encounters stems not from the rules themselves but from different players playstyles.</p><p></p><p>I'm of the camp that one of the big appeals of D&D (and RPG's in general) is that it allows to become something fantastic -- something you're not. It's escapist. And certainly when combat is the order of the day, no matter how dull you're day to day life is, this escapism shines through...the rules deliver.</p><p></p><p>Now I'm of the belief that, if somebody who is no overly charming in the real world wants to play somebody charming (or intelligent / or perceptive / or well connected etc etc) in D&D the game would ideally, present some sort of mechanics to allow you to have that escapism. However mechanics for roleplaying run against a sizeable other group of RPG'ers who want their roleplaying to be, well, roleplaying, unfettered by unecessary die rolling. </p><p></p><p>Designing core game mechanics to appeal to both groups is, well, difficult. At least on combat...most people can more or less agree on the need for rules (if disagree on the quality of them).</p><p></p><p>You see the best example of this phenomenon one these very boards on the rules forums whenever a question about the diplomacy skill comes up. A lot of people seem unsastisfied...only some are unsatisfied that the rules aren't detailed enough, while others believe the current rules already get in the way too much. Catch 22 all around.</p></blockquote><p></p>
[QUOTE="nothing to see here, post: 2516431, member: 16432"] Great post Merric! While I love the D&D ruleset, the main problem I have with it regarding non-combat encounters stems not from the rules themselves but from different players playstyles. I'm of the camp that one of the big appeals of D&D (and RPG's in general) is that it allows to become something fantastic -- something you're not. It's escapist. And certainly when combat is the order of the day, no matter how dull you're day to day life is, this escapism shines through...the rules deliver. Now I'm of the belief that, if somebody who is no overly charming in the real world wants to play somebody charming (or intelligent / or perceptive / or well connected etc etc) in D&D the game would ideally, present some sort of mechanics to allow you to have that escapism. However mechanics for roleplaying run against a sizeable other group of RPG'ers who want their roleplaying to be, well, roleplaying, unfettered by unecessary die rolling. Designing core game mechanics to appeal to both groups is, well, difficult. At least on combat...most people can more or less agree on the need for rules (if disagree on the quality of them). You see the best example of this phenomenon one these very boards on the rules forums whenever a question about the diplomacy skill comes up. A lot of people seem unsastisfied...only some are unsatisfied that the rules aren't detailed enough, while others believe the current rules already get in the way too much. Catch 22 all around. [/QUOTE]
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