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<blockquote data-quote="Testament" data-source="post: 3949202" data-attributes="member: 21833"><p>A personal motto of mine when it comes to RPGs, and games in general in fact, is that what makes for good story does not necessarily make for good game. Narrative sense and storytelling are all far more appealing concepts when you're not the one who's being effectively benched from the game by them.</p><p></p><p>The fact is that at its core, D&D is a combat-driven game, its about killing things and taking their stuff. Since day 1, the bulk of the rule books have been dedicated to combat based rules. Even in more 'high-minded' games like The Burning Wheel and White Wolf's menagerie, a very big chunk of the rules relate to combat. And there are few things more infuriating for a player than to be rendered meaningless in the activity that takes up a big chunk of playtime.</p><p></p><p>If you've got rogue players who can shrug it off, good for you. I've played with a hell of a lot of people in my seven D&D years at clubs, cons and RPGA events, and I've yet to meet a rogue player who didn't sigh with bitter resignation at the prospect of sitting back and being meaningless for a combat. When you hit the high levels and fights are either marathons or six-real-time-second SoD affairs, it just gets worse, to the point where a rogue player in my AoW games would bring a Gameboy to sessions, he was that meaningless in what were becoming long-running combats. That's when I realised <em>why</em> Wizards introduced the Ghost Strike enchant, enabling rogues to sneak attack undead.</p></blockquote><p></p>
[QUOTE="Testament, post: 3949202, member: 21833"] A personal motto of mine when it comes to RPGs, and games in general in fact, is that what makes for good story does not necessarily make for good game. Narrative sense and storytelling are all far more appealing concepts when you're not the one who's being effectively benched from the game by them. The fact is that at its core, D&D is a combat-driven game, its about killing things and taking their stuff. Since day 1, the bulk of the rule books have been dedicated to combat based rules. Even in more 'high-minded' games like The Burning Wheel and White Wolf's menagerie, a very big chunk of the rules relate to combat. And there are few things more infuriating for a player than to be rendered meaningless in the activity that takes up a big chunk of playtime. If you've got rogue players who can shrug it off, good for you. I've played with a hell of a lot of people in my seven D&D years at clubs, cons and RPGA events, and I've yet to meet a rogue player who didn't sigh with bitter resignation at the prospect of sitting back and being meaningless for a combat. When you hit the high levels and fights are either marathons or six-real-time-second SoD affairs, it just gets worse, to the point where a rogue player in my AoW games would bring a Gameboy to sessions, he was that meaningless in what were becoming long-running combats. That's when I realised [I]why[/I] Wizards introduced the Ghost Strike enchant, enabling rogues to sneak attack undead. [/QUOTE]
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