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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Hussar" data-source="post: 6205295" data-attributes="member: 22779"><p>Whereas, for me, the purpose of a rules system and a social contract associated with it is to facilitate resolving any action which the DM or players initiates in the game world. Sometimes, sure, that resolution will be "that's not possible". Fair enough. But, more often than not, it's, "Well, let's see what happens shall we?"</p><p></p><p>Which is not how you are presenting your game. You have already decided what will happen. The Chamberlain will not let you pass. That random woman in the bar will not talk to you. The lizard man will always have someone come looking for him when he disappears for a couple of hours. etc. etc. </p><p></p><p>To me, the only reason we have mechanics is to determine what happens when the outcome is in question. And, by "in question" I mean by anyone at the table, not just the DM. That woman in the bar might not be terribly friendly, sure, and if some average Joe with no ranks in diplomacy walks up, most likely he'll be rebuffed. But, my character is analogous to James Bond. How often does Bond get flat out turned down? True, I'm sure it's happened, but, by and large, a player playing James Bond should reasonably expect success when trying to pick up a woman in a bar.</p><p></p><p>But, because you see the mechanics as the primary force for a DM to simply refuse player actions, I can see quite clearly why you would reject indie style games and playstyle. It simply wouldn't work for you.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6205295, member: 22779"] Whereas, for me, the purpose of a rules system and a social contract associated with it is to facilitate resolving any action which the DM or players initiates in the game world. Sometimes, sure, that resolution will be "that's not possible". Fair enough. But, more often than not, it's, "Well, let's see what happens shall we?" Which is not how you are presenting your game. You have already decided what will happen. The Chamberlain will not let you pass. That random woman in the bar will not talk to you. The lizard man will always have someone come looking for him when he disappears for a couple of hours. etc. etc. To me, the only reason we have mechanics is to determine what happens when the outcome is in question. And, by "in question" I mean by anyone at the table, not just the DM. That woman in the bar might not be terribly friendly, sure, and if some average Joe with no ranks in diplomacy walks up, most likely he'll be rebuffed. But, my character is analogous to James Bond. How often does Bond get flat out turned down? True, I'm sure it's happened, but, by and large, a player playing James Bond should reasonably expect success when trying to pick up a woman in a bar. But, because you see the mechanics as the primary force for a DM to simply refuse player actions, I can see quite clearly why you would reject indie style games and playstyle. It simply wouldn't work for you. [/QUOTE]
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Fighters vs. Spellcasters (a case for fighters.)
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