Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Game Mechanics And Player Agency
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 7743247" data-attributes="member: 16814"><p>No, consequences are not forcing the PCs to do something. </p><p></p><p>As for different rules, where are they different aside from the NPCs having a distinct 'turn' to do something? The combat engine is meant to settle things more tactically, going back to D&D's roots as a wargame, but aside from the ugoigo features, the actual play isn't really any different. On the NPC turn, they do things, which establish framing for the PC turns, where they declare actions and the consequences of those actions are adjudicated. This kind of duality is common in many RPGs -- they handle combat with more granularity than out of combat. If you find that distasteful, take up one of the systems that truly uses unified resolution mechanics. I think FATE might suit your bill.</p><p></p><p>But, if you want to play D&D, of any edition, you're going to find that combat is far, far more detailed in the rules than anything else. Since both I and my players enjoy D&D, we keep that duality. I still don't have NPCs use diplomacy in combat to make the PCs agree with them just like I do out of combat. That doesn't change, and I really don't see the basis for your argument.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7743247, member: 16814"] No, consequences are not forcing the PCs to do something. As for different rules, where are they different aside from the NPCs having a distinct 'turn' to do something? The combat engine is meant to settle things more tactically, going back to D&D's roots as a wargame, but aside from the ugoigo features, the actual play isn't really any different. On the NPC turn, they do things, which establish framing for the PC turns, where they declare actions and the consequences of those actions are adjudicated. This kind of duality is common in many RPGs -- they handle combat with more granularity than out of combat. If you find that distasteful, take up one of the systems that truly uses unified resolution mechanics. I think FATE might suit your bill. But, if you want to play D&D, of any edition, you're going to find that combat is far, far more detailed in the rules than anything else. Since both I and my players enjoy D&D, we keep that duality. I still don't have NPCs use diplomacy in combat to make the PCs agree with them just like I do out of combat. That doesn't change, and I really don't see the basis for your argument. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Game Mechanics And Player Agency
Top