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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="Rechan" data-source="post: 4764115" data-attributes="member: 54846"><p>I'm torn on this. Partially because I don't think heavy non-combat stuff is fit for what D&D <em>is</em>. I don't like heavy non-combat stuff in my D&D. In other games, it's fine, but I like to keep my D&D in a separate box from other styles.</p><p></p><p>On the other hand, I can - and do - understand the desire for non-combat stuff. If I'm not a very charismatic player, but I want to play a charismatic character, I should be <em>able</em> to, and I should be able to make things happen and work successfully. </p><p></p><p>WHen it comes to non-combat mechanics, games I love are the Indie, hippy-dippy "Narrative control" games, where the mechanics encourage the narrative. Something like Prime Time Adventures, or Spirit of the Century, where Combat and Non-Combat Situations are treated and resolved in roughly the same way. </p><p></p><p>As far as 4e is concerned, what I <strong>absolutely do not want</strong> is them to flood books with new non-combat powers and feats. The classes, the roles, were constructed so that <em>everyone</em> contributed equally (but in different ways) to combat. Replacing combat powers with non-combat powers means that you're sacrificing combat effectiveness for non-combat effectiveness, and thus watering down the entire intention of the design in the first place. I do not believe that players should have to sacrifice combat effectiveness for non-combat effectiveness.</p><p></p><p>What I think would be best, is basically to design non-combat roles that function similar to classes. A non-combat role is like a template that fits on over your regular class. The same way you have Encounter/utility/daily powers, your non-combat Role would grant you Out-of-Combat powers that fit in with that role. The various Out-of-Combat powers would interact with the Non-Combat system.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4764115, member: 54846"] I'm torn on this. Partially because I don't think heavy non-combat stuff is fit for what D&D [i]is[/i]. I don't like heavy non-combat stuff in my D&D. In other games, it's fine, but I like to keep my D&D in a separate box from other styles. On the other hand, I can - and do - understand the desire for non-combat stuff. If I'm not a very charismatic player, but I want to play a charismatic character, I should be [i]able[/i] to, and I should be able to make things happen and work successfully. WHen it comes to non-combat mechanics, games I love are the Indie, hippy-dippy "Narrative control" games, where the mechanics encourage the narrative. Something like Prime Time Adventures, or Spirit of the Century, where Combat and Non-Combat Situations are treated and resolved in roughly the same way. As far as 4e is concerned, what I [b]absolutely do not want[/b] is them to flood books with new non-combat powers and feats. The classes, the roles, were constructed so that [i]everyone[/i] contributed equally (but in different ways) to combat. Replacing combat powers with non-combat powers means that you're sacrificing combat effectiveness for non-combat effectiveness, and thus watering down the entire intention of the design in the first place. I do not believe that players should have to sacrifice combat effectiveness for non-combat effectiveness. What I think would be best, is basically to design non-combat roles that function similar to classes. A non-combat role is like a template that fits on over your regular class. The same way you have Encounter/utility/daily powers, your non-combat Role would grant you Out-of-Combat powers that fit in with that role. The various Out-of-Combat powers would interact with the Non-Combat system. [/QUOTE]
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Forked: GTS - A need for "A robust system that handles things outside of combat"?
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