Halivar
First Post
Non-combat mechanics do not give you XP outside of 4e skill challenges. Even in 3e games where my DM would give RP XP, it came nowhere near as much as we would receive from combat kills. Therefore, to advance in the game, you are encouraged to have an "optimal" character. Taking levels of "Profession: Cartographer" is a fun thing to do, but its reward is only in the fun you get out of it. Meanwhile, you are forced to take away ranks in spot, listen, stealth or other skills that have an actual bearing on your character's advancement.So, why have combat rules then? Wouldn't it be better to leave all those delicate decisions how to value some power or spell to the human brain? If combat is not as complicated as social interaction it should be easy to handle. And if combat is more complicated than social itneraction, why can't one handle the later with rules if one can handle the former with rules?
The flaw I see here is dismissing non-combat mechanics.
Typically, I've had to choose: will I have an interesting character, or will I have a viable character? I'd rather have an interesting character, but they invariably die because they're sub-optimal (we run some deadly stuff). In games where advancement mechanics (like combat) are kept separate from roleplay mechanics (which, TBH, can either exist or not exist, as far as I'm concerned; from a narrative perspective, rules are circumscribed limitations), I can have my cake and eat it, too. And believe me... I like cake.