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General Tabletop Discussion
*Dungeons & Dragons
Improvised actions in combat
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<blockquote data-quote="The Crimson Binome" data-source="post: 7111310" data-attributes="member: 6775031"><p>In Final Fantasy X, they included the combat option of environmental commands in certain boss fights, where you could do something unique that relied on the context of the battle - things like attacking a chain, or closing a gate, or swimming around to a different position. It was one of the worst things about the game, in my opinion, because it reinforced the idea that you were <em>just</em> playing a game; there's no reason to question why you aren't allowed to drop the ceiling on your enemies, until you have one fight where it is explicitly enabled. There are system limitations for why you can't improvise actions, and trying to work in weird exceptions only serves to highlight those limitations.</p><p></p><p>D&D <em>isn't</em> just a game, and your character isn't just a pawn or token. D&D is <em>another world</em>, and your character is someone who you <em>are</em>. And since there's a real, live DM capable of adjudicating things, there's no system limitation which would <em>prevent</em> you from improvising actions, and treating it like a real world.</p><p></p><p>When you ignore the possibility of improvised actions, you're treating a tabletop RPG like it's a video game, or a board game. You're selling it far short of its potential, and removing the main reason why I would care about it at all.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7111310, member: 6775031"] In Final Fantasy X, they included the combat option of environmental commands in certain boss fights, where you could do something unique that relied on the context of the battle - things like attacking a chain, or closing a gate, or swimming around to a different position. It was one of the worst things about the game, in my opinion, because it reinforced the idea that you were [I]just[/I] playing a game; there's no reason to question why you aren't allowed to drop the ceiling on your enemies, until you have one fight where it is explicitly enabled. There are system limitations for why you can't improvise actions, and trying to work in weird exceptions only serves to highlight those limitations. D&D [I]isn't[/I] just a game, and your character isn't just a pawn or token. D&D is [I]another world[/I], and your character is someone who you [I]are[/I]. And since there's a real, live DM capable of adjudicating things, there's no system limitation which would [I]prevent[/I] you from improvising actions, and treating it like a real world. When you ignore the possibility of improvised actions, you're treating a tabletop RPG like it's a video game, or a board game. You're selling it far short of its potential, and removing the main reason why I would care about it at all. [/QUOTE]
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