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How would you like 5e to handle combat roles.
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<blockquote data-quote="Sunseeker" data-source="post: 5808446"><p>Great, if we're playing a game centered on a low-magic, low-fantasy, medieval world this line of thought works. How do we fit in Shamans, wizards(who could both be seen as learned elders and combatants). From the sounds of your definitions of "fighting men", about the only people who'd be involved in combat would be soldiers and thugs.</p><p></p><p>This seems only to muddy the issue further. Yeah, I'm not punching people to roll the dice. The PLAYER role-plays the actions of the characters, which can include fighting and not-fighting.</p><p></p><p>It's 2012, not 1979. Times have changed. The language, the thinking, you name it, it's not what it was. Video-games evolved out of classic RPGs, to attempt to separate the two would be like attempting to remove your left arm. It doesn't do anything other than negatively impact the RPG genre(which includes video games) as a whole.</p><p></p><p></p><p>Tell me, how many people do you think play D&D to be day-laborers?</p><p>Which given your theme so-far often includes thuggery and violence.</p><p>This is largely an out of game action. Few people sit around discussing the finer points of the character's novella.</p><p>4. Combat</p><p>Is usually not controlled by the player though it is influenced by it, and again given your setting-theme is largely affected by war and violence.</p><p>Is not a combat-free experience. Rare is the cavern with nothing in it.</p><p>Which again, given your theme-setting is not without combat. Assassinations, wars, ect... These go hand in hand. Rarely does political intrigue not revolve around the death or killing of someone. There's nary a great detective in history that is not also a skilled combatant.</p><p>Neither of which are seperatable from combat, they can be without combat, but making them continually combat-less makes for a dull adventure.</p><p>Again, how you RP and what your character does need not be identical. You can be skilled combatant and you can also be a great party "face".</p><p>Stories rarely exist without conflict, and conflict rarely exists without violence.</p><p>A good strategy encompasses how to fight, and how to avoid a fight.</p><p>Relevance?</p><p></p><p>Mages may have low hit-points and non-pointy weapons but that doesn't make them incapable of combat. Bards may be loaded on instruments and song but they are certainly capable of a brawl.</p><p></p><p>Sounds more like an emphasis on single-player gameplay. If the game revolves around you having to get hirelings to accomplish your goal and him getting hirelings to accomplish his goal then I question if you're actually playing the game together.</p><p></p><p>Rare is the diplomat who cannot also poison the kings food, the pickpocket who is incapable with a blade. </p><p></p><p>While you've listed out an interesting list, almost all of those things exist because of combat. Design is wasted on roles that do nothing in combat.</p><p></p><p></p><p></p><p>Exactly. There is no reason one can't be a diplomat and skilled with a blade, build a home and know how to cast a spell. Problems arise now when you give someone a role, but when you tell them they can't be anything but.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5808446"] Great, if we're playing a game centered on a low-magic, low-fantasy, medieval world this line of thought works. How do we fit in Shamans, wizards(who could both be seen as learned elders and combatants). From the sounds of your definitions of "fighting men", about the only people who'd be involved in combat would be soldiers and thugs. This seems only to muddy the issue further. Yeah, I'm not punching people to roll the dice. The PLAYER role-plays the actions of the characters, which can include fighting and not-fighting. It's 2012, not 1979. Times have changed. The language, the thinking, you name it, it's not what it was. Video-games evolved out of classic RPGs, to attempt to separate the two would be like attempting to remove your left arm. It doesn't do anything other than negatively impact the RPG genre(which includes video games) as a whole. Tell me, how many people do you think play D&D to be day-laborers? Which given your theme so-far often includes thuggery and violence. This is largely an out of game action. Few people sit around discussing the finer points of the character's novella. 4. Combat Is usually not controlled by the player though it is influenced by it, and again given your setting-theme is largely affected by war and violence. Is not a combat-free experience. Rare is the cavern with nothing in it. Which again, given your theme-setting is not without combat. Assassinations, wars, ect... These go hand in hand. Rarely does political intrigue not revolve around the death or killing of someone. There's nary a great detective in history that is not also a skilled combatant. Neither of which are seperatable from combat, they can be without combat, but making them continually combat-less makes for a dull adventure. Again, how you RP and what your character does need not be identical. You can be skilled combatant and you can also be a great party "face". Stories rarely exist without conflict, and conflict rarely exists without violence. A good strategy encompasses how to fight, and how to avoid a fight. Relevance? Mages may have low hit-points and non-pointy weapons but that doesn't make them incapable of combat. Bards may be loaded on instruments and song but they are certainly capable of a brawl. Sounds more like an emphasis on single-player gameplay. If the game revolves around you having to get hirelings to accomplish your goal and him getting hirelings to accomplish his goal then I question if you're actually playing the game together. Rare is the diplomat who cannot also poison the kings food, the pickpocket who is incapable with a blade. While you've listed out an interesting list, almost all of those things exist because of combat. Design is wasted on roles that do nothing in combat. Exactly. There is no reason one can't be a diplomat and skilled with a blade, build a home and know how to cast a spell. Problems arise now when you give someone a role, but when you tell them they can't be anything but. [/QUOTE]
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