Majoru Oakheart
Adventurer
As I've said and other people as well, it isn't the totality of the game, it's just most of it. Probably about 75%. That doesn't mean you don't need feats for the 25% of the game that isn't combat, it just means that they are less useful. So, they need to be in the game so that you're not just making stuff up during the non-combat situations.Imaro said:Totally disagree here. Combat certainly gets the lionshare of the rules, and maybe even gametime devoted to it...but if combat is the "typical" experience for D&D ( which is a gross generalization IMHO) we wouldn't have anything but combat feats, no diplomacy, bluff, gather information, knowledge skills, profession or craft skills, no spells that can't be used in combat, etc.
My 75% number is gotten from my average play session as well as the hundreds of games I've played in Living Greyhawk, Mark of Heroes, Xen'drik Expeditions, and Legacy of the Green Regent. Almost all the RPGA games (as well as my home game that I run and the one I play in) are all 4 hours to 4 and a half hours long. Combats normally take about an hour each. 3 combats get done in about that time.
In my experience (which I believe is fairly extensive in terms of the sheer variety of people and types of games I've played in: Tournament games at conventions, RPGA events, home games in 3 different countries with easily over 300 different people as I tended to jump from group to group for a while and we lost players and gained new ones often in our group), that although the amount of combat DOES very from group to group, it rarely drops below 50% of the game, and it almost always averages around 75%. I've actually only played in 1 group ever who had sessions that consistently dropped below half the session. The DM specifically warned everyone that his game was extremely political and even purposefully threw in a almost all combat session just to appease his players now and then.
My experience heavily differs. I admit that the volume of house rules varies greatly from group to group as does knowledge of the rules themselves. In my experience the people who played the most role playing intensive games (the ones closer to 50% combat instead of 75%) were also the people who either large amounts of house rules or who had a very poor grasp of the rules so just made stuff up(I really don't mean to insult anyone by saying that, just stating my experience).Imaro said:How you choose to play the game is exactly that...how you choose to play. The typical group IMHO, doesn't exist. D&D can have a focus but that isn't the totality of gameplay...at least I hope not otherwise I would see no reason to play D&D as opposed to Descent produced by Fantasy Flight Games.
If you've read the article on Quests for 4th Edition, it states pretty much my experience with D&D in the past...which is that quests are there to give you an excuse to go into a dungeon and kill things or explore an ancient castle and kill things. The game wouldn't be fulfilling if it didn't have a world and a story to wrap around the killing and I certainly wouldn't want to play a game where the DM said, "You're in a hallway, you don't know what you are doing there...what do you do?"
I like knowing who my character is and why he's exploring dungeons and killing monsters for sure. That is very much part of the game, and an important part. However, my concern is whether the beholder turns me to stone or not or if the dragon kills me with his breath weapon. It is not really so much about whether my brother's shop back in Greyhawk is doing well.