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Forked: GTS - A need for "A robust system that handles things outside of combat"?
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<blockquote data-quote="Mercurius" data-source="post: 4759847" data-attributes="member: 59082"><p>Yet another forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4758795" target="_blank"> GTS 2009 D&D Seminar - the Rouse discusses D&D </a></p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 4759847, member: 59082"] Yet another forked from: [URL="http://www.enworld.org/forum/showpost.php?postid=4758795"] GTS 2009 D&D Seminar - the Rouse discusses D&D [/URL] 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. [/QUOTE]
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Forked: GTS - A need for "A robust system that handles things outside of combat"?
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