Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Is D&D "about" combat?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="billd91" data-source="post: 5635339" data-attributes="member: 3400"><p>There are rules about exploration or at least certain elements of exploration. From the Dungeoneer's Survival Guide, Wilderness Survival Guide, the environment sections of the 3x DMGs, Planar books of a variety of stripes. But let's take a step back and figure out what the rules get you and what they do.</p><p></p><p>How many people, over the course of D&D's history, have found the rules for combat confining? There's a number of people who have said or intimated that the more defined maneuvers you have the less freedom you have to do something creative. This is, in part, because the definition of the maneuvers leaves you not really wanting to do it (outcome simply not as good as ablating hp) or requiring you to build to really use it (which probably precludes you from building for other maneuvers). How many people have been touting the value of page (what is it?) 42(?) in 4e because it's liberating in this regard? (Though I'm not really sure it keeps up with your typical powers and their funky positioning goodies or with a PC's main attack bonuses, at least it gives you a shot at still doing damage with an off the wall maneuver.)</p><p></p><p>Having well-defined rules can be both a positive and a negative. They give you structure, but confine your freedom. That's why some gamers prefer rules light systems. Fewer rules to get in the way of doing what it is you really want to do. What they want is general guidelines and broader resolution systems.</p><p></p><p>D&D already has plenty of guidelines for all sorts of activities. Profession skills for broad proficiency in areas exploration-friendly - porter, guide, sailor. Skills like animal handling and survival. Edition-appropriate task resolution systems that can take a character's talent and skill into account. Overland movement rates in various terrains. Environmental hazards and weather. Typical dungeon dressings and DCs for opening stuck dungeon doors, hardness of many dungeon dressings as well. Spells like Find the Path. Specific campaign-oriented modifications to these particular issues in resources like Dark Sun, Frostburn, Al-Qadim.</p><p></p><p>Given the tremendous variety of ways characters may go about exploring their environment, I think the approach of providing general guidelines to the DM is probably the best approach, rather than tighter, more detailed specific rules. It's a level of abstraction that works reasonably well.</p></blockquote><p></p>
[QUOTE="billd91, post: 5635339, member: 3400"] There are rules about exploration or at least certain elements of exploration. From the Dungeoneer's Survival Guide, Wilderness Survival Guide, the environment sections of the 3x DMGs, Planar books of a variety of stripes. But let's take a step back and figure out what the rules get you and what they do. How many people, over the course of D&D's history, have found the rules for combat confining? There's a number of people who have said or intimated that the more defined maneuvers you have the less freedom you have to do something creative. This is, in part, because the definition of the maneuvers leaves you not really wanting to do it (outcome simply not as good as ablating hp) or requiring you to build to really use it (which probably precludes you from building for other maneuvers). How many people have been touting the value of page (what is it?) 42(?) in 4e because it's liberating in this regard? (Though I'm not really sure it keeps up with your typical powers and their funky positioning goodies or with a PC's main attack bonuses, at least it gives you a shot at still doing damage with an off the wall maneuver.) Having well-defined rules can be both a positive and a negative. They give you structure, but confine your freedom. That's why some gamers prefer rules light systems. Fewer rules to get in the way of doing what it is you really want to do. What they want is general guidelines and broader resolution systems. D&D already has plenty of guidelines for all sorts of activities. Profession skills for broad proficiency in areas exploration-friendly - porter, guide, sailor. Skills like animal handling and survival. Edition-appropriate task resolution systems that can take a character's talent and skill into account. Overland movement rates in various terrains. Environmental hazards and weather. Typical dungeon dressings and DCs for opening stuck dungeon doors, hardness of many dungeon dressings as well. Spells like Find the Path. Specific campaign-oriented modifications to these particular issues in resources like Dark Sun, Frostburn, Al-Qadim. Given the tremendous variety of ways characters may go about exploring their environment, I think the approach of providing general guidelines to the DM is probably the best approach, rather than tighter, more detailed specific rules. It's a level of abstraction that works reasonably well. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is D&D "about" combat?
Top