Mercurius
Legend
Yet another forked from: GTS 2009 D&D Seminar - the Rouse discusses D&D
I see this come up quite a bit and, to be frank, I don't get it. How would creating a more "robust system that handles things outside of combat" make 4E less of a "tactical combat centric" game? I don't mean to pick on Imaro, but his view seems to advocate 4E being more tactical in all aspects of the game, not just combat; the problem being that to apply a tactical approach ("a robust system") to non-combat situations just makes D&D even more based upon rolling dice and less on roling characters.
4E already puts a huge emphasis on rules for role-playing situations; take certain skills like Intimidate or Diplomacy...while these are nothing new they still put the "weight of decision" of the role-playing interaction on a dice roll. I suppose it comes down to the specific DM, and I would hope that bad or good role-playing will influence the roll when it comes down to it.
But again, I disagree that 4E is overly tactically oriented in terms of combat at the expense of non-combat aspects of the game. I think there is an argument to be made that Powers in particular are too combat-focused, that Utility Powers just don't cut it and the casting times of Rituals make it difficult to integrate them into game-play. But I would find it unnecessary to add more game mechanics for role-playing (and other non-combat) situations; if anything, I would like to see variant rules for a "Tactics Lite" approach to combat that doesn't require miniatures.
Back to the main point of discussion: How would more rules for non-combat situations better support role-playing and other non-combat oriented aspects of play? I would say that they wouldn't, that the rules exist for that which cannot be role-played not as a replacement for it.
Imaro said:@ Scott:
First let me commend you on recognizing that some people have an issue as far as 4e goes and it's very tactical combat centric nature. I think some people are confusing the issue, I don't think people necessarily don't want combat to be tactical... but want a robust system that handles things outside of combat in an interesting way as well. Many are equating it with an either/or thing... when it doesn't have to be.
I see this come up quite a bit and, to be frank, I don't get it. How would creating a more "robust system that handles things outside of combat" make 4E less of a "tactical combat centric" game? I don't mean to pick on Imaro, but his view seems to advocate 4E being more tactical in all aspects of the game, not just combat; the problem being that to apply a tactical approach ("a robust system") to non-combat situations just makes D&D even more based upon rolling dice and less on roling characters.
4E already puts a huge emphasis on rules for role-playing situations; take certain skills like Intimidate or Diplomacy...while these are nothing new they still put the "weight of decision" of the role-playing interaction on a dice roll. I suppose it comes down to the specific DM, and I would hope that bad or good role-playing will influence the roll when it comes down to it.
But again, I disagree that 4E is overly tactically oriented in terms of combat at the expense of non-combat aspects of the game. I think there is an argument to be made that Powers in particular are too combat-focused, that Utility Powers just don't cut it and the casting times of Rituals make it difficult to integrate them into game-play. But I would find it unnecessary to add more game mechanics for role-playing (and other non-combat) situations; if anything, I would like to see variant rules for a "Tactics Lite" approach to combat that doesn't require miniatures.
Back to the main point of discussion: How would more rules for non-combat situations better support role-playing and other non-combat oriented aspects of play? I would say that they wouldn't, that the rules exist for that which cannot be role-played not as a replacement for it.