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[+] How can 5e best handle role playing outside of combat?
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<blockquote data-quote="Willie the Duck" data-source="post: 8447759" data-attributes="member: 6799660"><p>I don't think anyone is confused about this. It is merely that any discussion about D&D outside of combat drags a certain amount of unspoken baggage in with the original thread contention (although OP's later response indicates that they might have intended this to be part of the question to begin with). Also as TwoSix mentions, this is a constrained view of roleplaying.</p><p></p><p>I mean, being original poster does not let one control what goes into a thread, but I see your point. As to whether everything not-combat in 5e is filler until the next fight comes along, the simple answer is no (and it never has been). It just does not have as exhaustively defined a ruleset as as some-to-many would prefer. You still do the going and talking to people, learning about things, discovering that such and such a curse has become active (because the PCs broke a seal in such and such a dungeon) and now the dragons have gone mad and now one has to travel by ship to island X in search of lost library Y which holds the key to stopping the problem (or whatever else convoluted series of social, transit, discovery, and similar non-combat activities one chooses to find). </p><p></p><p>I think skill challenge rules would be a good insert into 5e for those who want a more expansive skill resolution mechanic. I remember complaints about it at times in the 4e era, but less so than 3e skills.</p><p></p><p>Another example might be the idea that the mechanics surrounding the 5e ranger actually makes <em>the thing for which you would choose to play a ranger</em> less interesting, instead of more.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8447759, member: 6799660"] I don't think anyone is confused about this. It is merely that any discussion about D&D outside of combat drags a certain amount of unspoken baggage in with the original thread contention (although OP's later response indicates that they might have intended this to be part of the question to begin with). Also as TwoSix mentions, this is a constrained view of roleplaying. I mean, being original poster does not let one control what goes into a thread, but I see your point. As to whether everything not-combat in 5e is filler until the next fight comes along, the simple answer is no (and it never has been). It just does not have as exhaustively defined a ruleset as as some-to-many would prefer. You still do the going and talking to people, learning about things, discovering that such and such a curse has become active (because the PCs broke a seal in such and such a dungeon) and now the dragons have gone mad and now one has to travel by ship to island X in search of lost library Y which holds the key to stopping the problem (or whatever else convoluted series of social, transit, discovery, and similar non-combat activities one chooses to find). I think skill challenge rules would be a good insert into 5e for those who want a more expansive skill resolution mechanic. I remember complaints about it at times in the 4e era, but less so than 3e skills. Another example might be the idea that the mechanics surrounding the 5e ranger actually makes [I]the thing for which you would choose to play a ranger[/I] less interesting, instead of more. [/QUOTE]
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[+] How can 5e best handle role playing outside of combat?
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