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<blockquote data-quote="Sir Whiskers" data-source="post: 487078" data-attributes="member: 6941"><p>Ranger Wicket asked how do systems encourage role-playing? One way is to make combat very deadly. The easier it is for characters to solve their problems via combat, the more often they will do so. If, on the other hand, they clearly can't defeat the opponent in a straight-up fight, they'll have to be more creative. If they don't have a cleric with easy access to healing spells, they'll pick their fights more carefully. The D&D system, however, encourages solving problems through combat and always has.</p><p></p><p>It's important to remember that D&D began as a variation of rules for fighting battles with miniatures. D&D has always had a focus on combat, forcing DM's and players to go against the system if they want less hack 'n slash in their games. Of course, it can be done, but with the core system so strongly focused on combat, it's difficult. Everyone in the group - especially the DM - has to reward playing "weak" characters, or players will simply learn not to do so.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 487078, member: 6941"] Ranger Wicket asked how do systems encourage role-playing? One way is to make combat very deadly. The easier it is for characters to solve their problems via combat, the more often they will do so. If, on the other hand, they clearly can't defeat the opponent in a straight-up fight, they'll have to be more creative. If they don't have a cleric with easy access to healing spells, they'll pick their fights more carefully. The D&D system, however, encourages solving problems through combat and always has. It's important to remember that D&D began as a variation of rules for fighting battles with miniatures. D&D has always had a focus on combat, forcing DM's and players to go against the system if they want less hack 'n slash in their games. Of course, it can be done, but with the core system so strongly focused on combat, it's difficult. Everyone in the group - especially the DM - has to reward playing "weak" characters, or players will simply learn not to do so. [/QUOTE]
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